Balphagore Strategy Guide

by JarrodP on May.21, 2010, under Guides

Balphagore Strategy Guide

HoN BalphagoreBalphagore is one of the next to be released heroes in HoN. He is a fat monstrosety that feels like an early laning strength hero, who has pushing power and is an anti teamfight powerhouse.

Primary Attribute - Strength
Str 25 +3.1
Agi 17 +1.2
Int 17 +1.9

Balphagore Skills

HoN RegurgitateRegurgitate: This skill is an aoe blast similar to Malphas' flame breath. It does some decent damage and has a pretty low cooldown. It also applies a slow to his enemies and regurgitates corpses for his other ability. This ability is going to be used to harass and support your other abilities.

HoN Demonic PathogenDemonic Pathogen: This skill is a short silence, and one that will spread to their entire team if they are too close. This skill synergizes perfect with his ult and first skill; punishing any team who is foolish enough to group up. This skill is very mana inefficient if you only manage to hit one person with it, so keep in mind that you need the ability to spread to get your worth.

HoN Corpse CoversionCorpse Conversion: This ability gives staying power and pushing power. At max charges/level you gain 5 minions to push a tower/gank a hero/jungle in the woods. Additionally this skill gives you health for each corpse you pick up, giving you a little extra regen.

HoN Hellon NewerthHell on Newerth: This skill is the explosive anti-teamfight power of Balphagore. He waits till the enemy team throws a ton of mana at them to max out his charges and then lays a solid 550 damage nuke on them all that spawns a 300 damage unit bomb per hero he hits. Throw a tempest into the mix after all the spells are blown, and can you say annihilation? Balphagore can.

Item Build and Strategy

Balphagore is the team tank and as a side a pusher. Start yourself off with a few minor totem, pretender's crown, crushing claws, and some health regen, just like any normal strength hero. Your best bet for boots on this beast is Plated Greaves or Str Steamboots because you want to be a tank. Pick up a runed axe for both mana regen and cleaving to help you gather corpses for your pushing and you will storm through towers. Pick up a Helm of the Black Legion or my preference, Shaman's Headdress into a Barrier Idol so that you can survive the initial spell blasts that you need for your ultimate to be effective. Pick up a Shrunken Head if you are getting disabled terribly, or rush for some more massive health boosts if you can and soak up all the team damage you possibly can.

In terms of effective use of Balphagore, you can push extremely well with minions and a cleave, saving the minions for stomping towers rapidly. In terms of teamfights you want to get the enemies attention, live through enough nukes to give you 80+ charges on Hell on Newerth and mash that skill onto the entire enemy skill. Toss out your minions and your DoT/silence and blast them with a cone of Bile. If you can survive to get your charges to 80+ and pull off that sequence of moves you will be able to take a grouped up set of heroes from full to almost nothing near instantly. Tempest is your best friend when he blinks in after they use their abilities on you enough to pump you up. Watch your enemies explode.

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HoN Early Game Item Purchases

by JarrodP on May.20, 2010, under Guides

Introduction to Early Game Items

Having a solid early game and staying in the lane as long as possible is the most important you need to worry about.

First item is Runes of the Blight. If you aren't picking these up, you're probably doing something wrong and you should re-evaluate your plan and start over with buying a set of these. Health potions are not an acceptable replacement for the runes for the reason that they can be dispelled. This doesn't mean you shouldn't pick up a potion at all, it just means if you are going to pick up a potion, you should already have some runes in your bag already.

Health Potions will give you 400 hp while runes will only give you 345. The thing to remember is most heroes have to get way too low to need the health potion early on, in addition to the fact that it is dispelled on attack. Best to have one of these for a bit later, just to stay in the lane for a bit longer.

Mana Potions are an item that you really want to pick up one of on some of the early int characters to keep them effective early on. Toss yourself an extra 100 mana for another early nuke on the enemy carry and you could ensure a victory for your team, if it's done just right.

Ward of Sight and Monkey Courier if you are a support, better yet, if you are not a carry and your team does not have a set of wards and a monkey, cough up the cash. Buy the monkey, buy the ward, your team needs them and if the enemy has them and you don't, you've probably lost the early game. These two items are more important than that crown you wanted, or the mana battery. You picked a non-carry, so support the team. As a general note, don't buy both unless you want to get screwed really hard early game.

Bottle (3/3) is an early game item that you should only pick up first of someone like Thunderbringer, if you aren't warding. Bottle should be reserved for after you pick up 600g in the laneing phase and you run it to you from the team monkey. You need the stats from the next few items to last hit better against opponents who aren't going to go bottle. TLDR: Last hit power > bottle 90% of the time.

Minor Totem/Pretender's Crown make for a nice HP, mana, and last hit boost that you really can't afford to leave behind. generally you want to pick up 2 Minor Totems because stat point for gold on these are through the roof in comparison to other items. Pick up the crown only if you are saving space in your inventory.

Mana Battery can be bought in the outpost, but sometimes you want to pick this item up before you get there, such as when you have a heavy spamming lane or you are going to be roaming. This is not a buy for everyone at the start, but it is an item that makes the game more interesting, faster paced, and much more entertaining. Mana battery great, but be cautious about turning it into a power supply, because the recipe cost can usually be spent better on other things. If you need the inventory space and you are getting a lot of use from your battery though, a supply is a valid option.

Logger's Hatchet is really only an early game item for melee carry heroes. You won't pick it up often and you will have to give up stats to pick it up right away, but it will allow you really great last hits. Know who you will probably be laneing against and decide if the lowered health and mana is worth the better last hit.

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HoN Life Steal Guide

by JarrodP on May.16, 2010, under Guides

Introduction to Life Steal

So here is the dillema. There are currently 4 different ways to steal life from an enemy via an item that you can buy. It is hard to know which one to choose. Which one will be the most beneficial to me as a tank/carry/ganker/support? Which one will keep me alive the longest? Well with this you should be able to answer all these questions and more.

Hungry Spirit: +10% Life Steal - 900 gold
Hungry spirit is the cheapest of all life steal items, however it has no other stat or damage benefit. It is great early game because it can allow you to farm or just regain some lost life while lane-ing. However late game it will just take up the space of an item that can provide lifesteal and stat or damage bonus.

Whispering Helm: +5 Armor, +20 Damage, +15% Life steal, and ability to convert creeps. Cooldown: 300 seconds.

  • Components:
    • Hungry Spirit - 900 gold
    • Helm of the Victim - 950 gold
    • Total Price - 1850 gold

The Whispering Helm can be great for a couple of things. If you are playing as Ophelia it gives you another creep to your horde of minions. It is also great if you are looking for a damage and armor boost to your hero. It is a slightly cheaper alternative to Abyssal Skull and it can allow you to grab a minotaur or catman which can give you an AOE stun or slow. Both of which will be very helpful in late game team fights. It is also great if you are looking to go for a Symbol of Rage in the late game. Whispering Helm is probably best for your initiator because of its armor bonus.

Elder Parasite: +17% Life Steal. When activated, adds 100 attack speed, 20% movement speed, and 20% increased damage taken (self). Cooldown: 25 seconds.

  • Components:
    • Hungry Spirit - 900 gold
    • Elder Parasite Recipe - 1050 gold
    • Total price - 1950 gold

Elder Parasite is another great item for 3 different reasons. First is the 17% lifesteal. It has a higher lifesteal percentage than nearly every other lifesteal item, except for Symbol of Rage. The second reason it is a great item is the increased attack speed. You can greatly increase your damage output by attacking with 100 more attack speed. And the final reason that makes Elder Parasite just awesome is the 20% increased movement speed. This has two benefits. Running away from the enemy and chasing down the enemy. That 20% run speed increase will change your 370 run speed to 444 run speed. That makes chasing that near-dead enemy or running so you don't get killed very easy. The only downside to this item is the 20% increased damage taken. This increases all damage done to you by 20%. It is not recommended for heroes that are taking a brunt of the damage because that could mean the end of that hero. This item is mostly recommended for your carry hero that is already doing high amounts of damage and the +100 attack speed just makes him even more deadly.

Abyssal Skull: +15% Lifesteal Aura, +.80 Mana Regeneration Aura, +5 Armor Aura, and +15% Damage Aura.

  • Components:
    • Ring of the Teacher - 500 gold
    • Hungry Spirit - 900 gold
    • Trinket of Restoration - 350 gold
    • Abyssal Skull Recipe - 300 gold
    • Total Price - 2075

Abyssal Skull is probably the ultimate support life steal item. It doesn't just have a lifesteal aura, it has mana regeneration aura. It has an armor bonus aura. AND it has a damage increase aura! This turns your support hero into the ultimate support. It helps your team stay alive and kill the enemy with the armor and damage auras. This item is definitely best for the hero that is going to be alive in the back of the fight. Losing the hero with these buffs could mean the end of a fight.

Symbol of Rage: +25% Life steal, +25 Strength. +20 damage, +5 Armor. When activated, grants you +150 life steal. Lasts 3.5 seconds. Cooldown: 50 seconds.

  • Components:
    • Whispering Helm - 1850 gold
    • Axe of the Malphai - 3200
    • Symbol of Rage Recipe - 1100 gold
    • Total Price - 6150 gold

Symbol of Rage is the grand-daddy of all lifesteal items. It has the most life steal at a whopping 25%. It also has an armor, strength and damage bonus. And the best part about it is the activation ability. Granting 150% life steal means that you will stay alive while hitting an enemy. If you hit for 200 damage a hit, that means you are regaining 300 health a hit. That can be the difference in a team fight if your tank can steal 600-900 life right in the middle/end of a fight. This item is best suited for the initiator/tank of the group. It allows for him/her to gain a lot of life in a short amount of time. It can mean the difference in any team fight.

Now that you know all this, go forth and steal life from thine enemies. Steal life to stay alive. Enjoy and Happy Hunting


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HoN Crowd Control Part 2 of 2

by JarrodP on May.07, 2010, under Guides

Heroes of Newerth Crowd Control Part 2 (read part 1)

The next three CC items are the big luxury crowd control items, don't expect to be picking these up very often unless you are having an amazing game.

Frostfield Plate

Frostfield Plate falls right in the middle of all the CC ability items, and is the lowest on the tier of the high end luxury INT items, though not the easiest to build out of the top three (which it shares with Hellflower and Kuldra's sheepstick) . The INT armor sits at a hefty total of 4700 gold, putting it comfortably out of reach for a lot of support unless they are really dominating the competition.

Not only does it have such a high cost it is built in mostly large pieces, 2700,1400,600, the cheapest being the recipe. Overall the item is really strong in that it provides people like Behemoth, Soulreaper, and Defiler with a lot of armor, mana, a slow, enemy attack speed reduction, and a blast aoe nuke. Overall though it's an item I just can't justify buying unless for some reason you are just destroying the other team. It's a not a bad item, but unless you are initiating and tanking for your team a Sheepstick is going to be more useful.


The next item on the CC table is Hellflower. This item gives a ton of mana regen, attack speed, and damage. Which means that as a CC/DPS item it is competing with the likes of Harkon's Blade and at 5025 gold (only 75g less than Harkon's) it's definitely the inferior of the two main dps INT hero items. Hellflower does have a few things going for it though. The first of the things Hellflower brings to the table is a 5 second silence, making it a hard counter to heroes like Wretched Hag and Magebane when they try and blink out last second, because the silence is the longest of all the CCs.

The second thing is it's team nuke capability. 20% damage that the target takes gets slapped right on as an extra bit of damage at the end of the silence just like Voodoo's Cursed Ground. This ability makes it a great way to take down a hero that has devastating spells, because a team focus is going to kill the hero. The last thing that makes this item so amazing is the fact that it has probably the easiest buildup of almost any high tier INT item in the game. Every single piece of this item costs 900 or under, meaning that you never have to worry about stockpiling 2700 gold, and you never feel bad about buying your team wards because you are always just around the corner of your next upgrade. Overall this item just does not see enough play because it's competing with too many other items that just outshine it in terms of stats and abilities.

Kuldra's Sheepstick

The final CC item in our arsenal is Totem of Kuldra, the famous Kuldra's Sheepstick. This item is really expensive, being composed of a ManaTube, a Blessed Orb, and a Acolyte's Staff for a total of 5675 gold. This item really has only somewhat often play in competition by Wretched Hag players. This is due to the fact that it just takes so much to put this item together and most of the time the average gold per minute for someone who isn't capable of devastating creep waves and the jungle sits somewhere around 200-300 gold per minute. What this means is that if you are doing your job as support and buying wards and support items for your team you are already behind by about 3-4K gold.

So in the end you need to farm up around 8-9K total in a game, and with such a low gold per minute average that puts you looking to complete this item not until at least 30 minutes into the game, and that's if you aren't stacking up any deaths. Even with these limitations, if you can pick up a sheepstick your team is bound to be happy with their extra bit of control, and the kills your team racks up will keep going outwards.

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HoN Pharaoh Guide

by JarrodP on May.04, 2010, under Guides

Hereos of Newerth Pharaoh Guide

HoN PharaohPharaoh is another character that I enjoy playing. He has great ganking, lane-ing, and initiating abilities. He is the utility tool in your toolbox and has so many uses.


Hellfire: Heroes of Newerth HellfirePharaoh conjures plumes of fire around him for a short duration, hitting random nearby enemy targets, damaging each and stunning them briefly.

Mana cost: 75
Cooldown: 32/28/24/20 seconds

Explanation: Hellfire is a skill that when used correctly will absolutely destroy your enemy. The ideal scenario for this skill to be used is when encountering an enemy hero by himself, because it will cause some serious damage to him since all the impacts will focus on him. The skill is also extremely useful when chasing a lone hero who is trying to run away, because it will allow you to easily keep up with him if you just stay by his side without hitting him, all this while your friends pound on him.

Wall of Mummies: Heroes of Newerth Wall of MummiesPharaoh summons a wall of Mummies around himself and anyone close enough to him. Enemies who come close will be pushed away, causing damage and draining some Mana.

Mana cost: 50/60/70/80
Cooldown: 15 seconds

Explanation: This skill can be used offensively and defensively to great effect. Combined with the Pharaoh’s ultimate, it is one of the most effective ganking skills in the game, you use it to trap your enemies after a well placed ulti, and then you activate your hellfire to wreck the enemy. Yet, it can also be used without the ultimate, as you can simply catch up to an enemy after an ally stuns him, and use it to keep him trapped. However, this skill also has an amazing defensive use, countless times I have saved myself while running from the enemy by going along a narrow path.

Tormented Soul: Heroes of Newerth Tormented SoulPharaoh unleashes a tormented soul toward a target location anywhere on the map. The soul self destructs when it reaches the designated location, releasing its dark energy to damage nearby enemies.

Mana cost: 50
Cooldown: 30/25/20/15 seconds

Explanation: My favorite skill in the whole game. Period. This skill has so many uses, which not only have GREAT benefits for the player using the Pharaoh, but it can also be used as a major asset for your team in general. This skill guarantees you can always farm due to its moderate but effective for last hitting damage, its incredibly low mana cost, and its fast cooldown. Not only good for farming though, you will be able to constantly harass heroes from a safe distance. So for you, this skill means you can last hit creeps easily and constantly, you can harass enemy heroes constantly, you can last hit enemy heroes when you need a kill and you can do all of this from anywhere on the map.

Wrath of the Pharaoh: Heroes of Newerth Wrath of the PharaohPharaoh directs all of his focus in a target direction. His focus is so intense it takes physical form as it travels in the desired direction. If it impacts with an enemy unit, it will damage and stun them and Pharaoh will charge toward its location.

Mana Cost: 150
Cooldown: 80/60/40 seconds

Explanation: This skill, again like all of Pharaohs skills, has defensive and offensive uses. The obvious offensive use is to fire it at an enemy, set up your Wall of Mummies, activate your Hellfire, and lay waste to him. He won’t even know what hit him. The best two things about this skill, are the speed at which the “hook” travels, and the extremely long distance it can reach. Many a times have I killed opponents which had been out of sight for a while , just by firing a well placed Wrath of the Pharaoh at the direction at which they were running, and finishing them off. This skill will remain useful throughout the game because it virtually guarantees no enemy will ever get away from you. At early and mid game, it is also an amazing skill to gank, you can stay out enemy sight while he is farming a lane, and then fire your Wrath of the Pharaoh and pound on him while a teammate helps you out.


  1. Tormented Soul
  2. Wall of Mummies
  3. Wall of Mummies
  4. Tormented Soul
  5. Hell Fire
  6. Wrath of the Pharaoh
  7. Hell Fire
  8. Tormented Soul
  9. Wall of Mummies
  10. Tormented Soul
  11. Wrath of the Pharaoh
  12. Hell Fire
  13. Wall of Mummies
  14. Hell Fire
  15. Attribute
  16. Wrath of the Pharaoh
  17. -25. Attribute


Early Game

Power supply for the mana and health replenish. Makes it great to stay in the lane and not have to go back to the pool just to stay alive and regain mana and health. Scarab to increase your mana regeneration rate. While all of your skills do not cost a great deal of mana, you do utilize them constantly. That combined with a relatively low mana pool means you are burning through mana really quickly.

Mid Game

Helm of the Black Legion because you are a tanking. Your primary role is that of a tank/initiator/support. You need to be able to stay alive and the increased health regeneration will definitely do that. Runed Axe will increase damage making you more effective in those team fights, increase your health regen which just makes you that much harder to kill, and increases your mana regeneration which means you can cast your spells all the more often. Daemonic Breastplate is a must for any Pharaoh. As Pharaoh you have a ridiculously slow attack speed. I am sure you could throw telephone poles in real life faster than this guy attacks. The increased attack speed will actually make you an effective damage dealer in those group fights. That combined with the armor increase, allied attack speed and armor increase, and enemy armor reduction, will make you an effective efficient tank/support

Luxury Items

Behemoth's Heart. It is pretty self explanatory. Huge health increase, ridiculous health regeneration rate. Makes you pretty damn hard to kill.

Skill combination

Wrath of the Pharaoh to zoom to the enemy. Wall of Mummies to trap the enemy and push away any others away. Hellfire so they can't cast any of their skills and does some pretty good damage. Tormented Soul for some easy magic damage while you wail on the guy. Rinse and repeat. All your skills have a pretty quick cooldown so don't be afraid to use your skills constantly. Use Tormented Soul to scout areas, kill creeps, harass enemies, and get final hits on a run away enemy hero.
Enjoy and Happy Hunting

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HoN Crowd Control Part 1 of 2

by JarrodP on Apr.30, 2010, under Guides

Crowd control is the king of all multi-player games where it's allowed. If control is used effectively you can leave your opponents looking like fools, banging their heads against the wall, and hating you with a passion. At the same time when misused, crowd control can make your teammates hate you when you leave them hanging with a bad control. HoN is no different in this regard so let's take a look at the primary CC items in the game.

The three hard CC items in HoN are Stormspirit, Hellflower, and Kuldra's Sheepstick. I'm also throwing Tablet of Command and Frostfield Plate on this cc list, because while they are not strictly a hard CC it is capable of forcing the other team into some tricky positions, sometimes cutting an entire player out of thier team, making it worth of being called crowd control. Most of these items are going to be seen on an INT hero, or a AGI/STR support hero, such as Behemoth. What this means is that cost is a huge factor in obtaining these items, especially in competitive play, where these are the same types of heroes that are going to be primarily responsible for picking up those all important wards of sight and revelation.

The cheapest crowd control item is Tablet of Command, the force stick, which sits at a measly 2040 gold buying cost, making it easiest to afford of all these items. On top of this one of its components, the major totem sits in the side shop, so when you need a bit of extra hp and staying power in the lane early on you can pick this up relatively easily.

ToC tosses you 6str, 6agi, 16int, and a fun and useful escape movement boost/fight initiation/crowd control force push ability. For such a little amount of gold and such a lot of utility this item is really powerful. However it's often overlooked due to the fact that it isn't a hard CC and there are a lot of other lower cost support items that while they are not CC they bring a lot to the team, such as Nome's Wisdom(2300), Astrolabe(2306), and even Puzzlebox 1(2350). Personally I love this item but I just can't seem to grab it often enough due to other options that just seem to be better spent gold.

Newerth Tablet of Command

The cheapest of the hard crowd control items is Stormspirit, the cyclone stick, sitting at a flat 3000 gold. If we break down the build-up of this item you can see that it breaks up into four pieces that, none of which break the 1000 gold mark, which makes this a relatively simple item to build up. The thing about Stormspirit is that it only has one component out of the side shot(Scarab) making you have to rely on the courier to ferry you some items. Not only that but for an early game CC it's got two medium components in the Manatube and the Neophyte's Book, which means you probably won't be picking this item up until mid game, and even later if you choose to grab a Nome's or an Astrolabe before some CC.

Newerth StormSPirit

I'm personally a big fan of the cyclonestick for two reasons and I love to hate on it for one. The best thing about cyclone stick is that it lets you chase, making it a great item on a really roaming Thunderbringer, a rocketing Chipper, a ward ganking Pollywog, and a number of other such heroes. To let you chase it gives you both a small movement speed boost of +25 and a 2.5 second blast of whirling wind to let you and your teammates get closer to the target. The second thing that makes this such a great item is it's defensive capabilities. Just got cursed grounded? No problem, just cyclone yourself. The enemy carry is all up in your face, and he has that Shrunken Head activated? Self Cyclone.

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Fayde Strategy Guide

by JarrodP on Apr.26, 2010, under Guides

Introduction to Heroes of Newerth Fayde HoN FaydeFayde is the newest hero released on Heroes of Newerth, she is classified jungle ganker/semi-carry hero. Though she was designed to gank jungle heroes, the same strategy can be applied to heroes in lanes though it may be harder to do with proper map awareness on yor enemies part.

Primary Attribute - Agility
Str 18
Agi 21
Intl 20

Fayde Skills

HON GuillotineGuillotine - This skill does mana burn and aoe damage in the radius around you. The cast time is instant and it has a low cooldown, though at the beginning you have a low mana pool so it is not recommended to use this for farming or harassing until you have a larger mana pool and regen.

HON Burning ShadowsBurning Shadows - This skill has a visual similar to Andromeda's Aurora but it is black, whoever you hit with this skill will get stunned for upto 2.5 seconds at max. Their shadow will then rise and start attacking them, dealing 4 hits for upto 70 magic damage each totalling 280 magic damage. Keep in mind this skill only hits heroes and has no effect when used on creeps, so this cannot be used as a farming tool. Also this skill takes any passive or attack modifiers the enemies may have and their shadows will hurt them with that, be it magebane's manaburn, a corrupted disciple's frostburn, a predator's shieldbreaker, e.t.c.

HON Dark ShieldDark Shield - This is your getaway skill, it allows you to hopefully escape and avoid being punished in bad situations, with a 12 second cooldown this skill applies dark shield to you for 3 seconds, during that time you have increased movement speed and unitwalking, though you also have 100% evasion so any physical attacks that hit you will miss during those 3 seconds. Think of this as a mini Ghost Marchers with evasion that costs mana.

H0N Reflection SkillReflection - With this you immediately create an illusion of yourself, that illusion does 100% of your damage but takes 300% damage, during your time invisible, 40 seconds at all level, you can attack targets upto 5 times at max, each attack applies a 45% movement speed reduction and a 20 magic damage dot per attack. Keep in mind your illusion is instantly killed when you land you first attack from stealth but you will not be revealed until you run out of time/charges or use a skill.

Item Build and Strategy

Due to Fayde being an agi ganker, she should start off with pretender's crown or minor totem, a logger's hatchet and runes of the blight. From there she should use her fast attack animation to farm in a lane with someone who can solo the lane when you go gank, it is recommended that you take the hard lane to get access to enemy jungle, that being upper lane Legion and bottom lane Hellbourne. I do recommend building for steamboots over ghost marchers because dark shield gives you chasing ability with unit walking, and increased movement speed. Then she should build Nullfire Blade for extra mana drain, and Frostwolf's skull for ganking ability. Abyssal Skull should come next and Savage Mace, Wingbow are luxury items useful for Fayde. Shieldbreaker, Frostburn, Whispering Helm, Symbol Of Rage are all items you can go for if you don't want Frostwolf's skull but it is not recommended to try and build her like a carry.

Ganking with Fayde is easy. Use your illusion to max advantage, bait the enemies to use their spells on your illusion or just bait them to the shadows or into the jungle. Pop in attacking and using your stun and mana drain before they can escape. Keep in mind you are invisible when using your ult so any bound eye's, ward of revelation, level 3 puzzlebox minions and tower sight will reveal you.


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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.


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New Hero, "The Chipper," Basic Strategy Guide

by JarrodP on Apr.10, 2010, under Guides, News

Introduction To Heroes of Newerth - The Chipper

HoN Chipper HeroEveryone say welcome to the brand new legion intelligence hero, The Chipper. I consider him a skill shot ganker. Well a skillshot is something like engineer's keg, pharoah's soul and ultimate, e.t.c. The key being that you have to manually target where it will hit and try to hit the enemy with it. Not as simple as targeting the enemy and pressing the button, some skill is involved. This hero is a new S2 original design, and as every new hero has seen, he will be repeatedly balanced and tweaked to fit more and more into the current metagame.

Chipper Skills

HON Rocket Barrage SkillRocket Barrage - This skill levels up initally like pandamonium's flurry and slithers wards, as you level it up you gain charges to a maximum of 3. This skill is a long range nuke. being 3000 units away and moving faster than valkyrie's arrow, this skill will hit the first enemy it can. It can be used to stop channels since you can fire a barrage relatively quickly and each hit will ministun the target. Perfect for countering Electrician grab. It is best to conserve rockets until higher levels or if you can spam your bottle courier enough since it does drain your mana quite a bit. Keep in mind, the further away you are the more damage this skill does. So try not to stand right next to the person while you are firing. Save it for a killshot.

HON Tartoss SkillTar Toss - Again a skill that requires a bit of skill to hit, since whoever you hit with it at first will only be counted, people walking into the aoe afterwards are not subject to the slow. It is easier to land this when someone is stunned or disabled as you need to keep this centered on the target for max effect. Another good thing to remember about tar toss, if you can hit them with a rocket while they have the tar toss debuff on, they will 'burn', meaning that they will take damage over time for the duration of the slow. Tar toss also debuffs the targets attack speed, so save this for their carry.

HON Focus Buffer SkillFocus Buffer - This skill is similar to dissipate, one of sand wraith's abilities, but this skill only counts for 20% of all magic damage. The person you cast this skill on will take 20% reduced damage from magic and then it will be reflected to every enemy in the area. This skill stays on a person for 2x the cooldown, so make sure you are putting this on at least 2 people during teamfights..

HON Sawblade Showdown SkillSawblade Showdown - This ultimate also requires a bit of skill to use, but has a lot more usefulness than just dealing damage. Sawblade slowdown uses vector targeting, which allows you to place it any direction you want. Think of how Behemoth uses his Fissure. Block enemies from leaving the area and your team can have easy kills. This combined with your other skills can deal a lot of damage to unsuspecting enemies. Enemies hit by this ultimate are dealt initial damage, continuous damage for standing in the ult and then take damage over time for 'bleeding' damage when they touch the saw blades.
NOTE: Using the Chipper's ULT is not as simple as point and click. You must click, hold and drag in the direction you want the ult to land. Tricky at first but once you get a hang of it, drop it and tar them.

Item Build

Since The Chipper is a ganker/support hero, you should buy a courier or ward with him, while getting your basic minor totems, health regen and a few mana potions in the beginning since rocket barrage is even more mana intensive in the beginning than later. After you should get armor boots, and then immediately get nomes since without it you wont be able to be much help to teammates if you cant get your spells off due to lack of mana. A Bottle (3/3) is also valid on him after boots, as it will help farming Nome's Wisdom. Once you have your nomes, continue to build mana regen/disabling items, such as Stormspirit and Kuldra's Sheepstick. Now you can start your luxury items can range from things like Portal Key, Sacrificial Stone, and Puzzlebox.


The Chipper's rockets have range far enough to check runes from middle lane, they also have the range to harass enemies and stop channeling from distances that the enemy can never get you at. As a ganker type hero you need excellent map awareness, your rockets help you with that. Your rockets are spammable allowing you to scout out area before you or your team go in, such as the forest's, lanes, or secret shop paths. Your tartoss/sawblade showdown/Rocket Barrage combo can completely devastate a team in a large fight.

Since people will want to avoid the sawblade's you should keep this in mind when placing it, best on top of as many people as you can at first to get the initial damage. When teams and standing off use your rockets to harass the enemy team and give you team an idea as to where they are so your initiator can go in with a good idea where people are. Do not forget to keep your focus buffer up on the characters who are likely to be targeted by nukes, it could win you the fight and save their lives. Your best laning partners and team makeup consists of people with aoe stuns and multiple disables.

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Electrician Strategy Guide

by JarrodP on Apr.06, 2010, under Guides

Introduction to Heroes of Newerth - Electrician Strategy Guide

ElectricianElectrician in most cases is a viable hero for new players and veterans, he has a strong disable, a slow/haste skill, a survivability skill and two strong aoe skills. He is a strong ganker and recently with his buffs he has seen a lot of gameplay. If you are playing Electrician or playing against him, always keep in mind that any stun will stop your Static Grip.


Static GripStatic Grip - This skill is quite often chosen first and maxed early for its ability to disable a target for upto 4 seconds, this makes him a great ganker early on and teamed up with swiftblade makes one of the best firstblood lanes in the game. Static grip has a quick animation and good starting range, the move then slowly drags you closer to them until you are next to them, but be careful of stuns and aoe's that you may be dragging youself into.

Electric ShieldElectric Shield - This skill gives you great survivability and a quick way to kill creeps with its mock of brilliance like effects, at the cost of mana being drained for the damage you take. Electric Shield is toggleable with no downtime but cannot be turned on below a certain amount of mana and will turn off when that limit is reached. Until this is maxed, try not to run around with it on. You will find your self having to return to the pool quite often.

Energy AbsorbEnergy Absorption - One of the most underestimated aoe nukes in the game, this skill at max does upto 300 magic damage in an aoe around electrician as well as drains a portion of mana from all targets and gives you mana and movespeed in return. This skill used after Static Grip can allow you to really put a hurting to enemies nearby and change the tide of battles early on. Taking this second is not always bad. This is great for harassing during the start of the game. Simply go in AOE and joust out. Make sure you hit creeps or heroes, that way you refill some of the mana used. If done right, you should be able to limit your returns to the pool.

CleansingCleansing Shock - This is an underestimated ultimate, it purges almost all buffs and debuffs (this includes Jeraziah's shield and Pestilence's swarm), it is a spammable nuke to summons, i.e Malphas, a massive slow to enemies and a haste to allies, this skill also chains between targets with staff of the masters to maximize its efficiency. There is an item that does things similar to this, called Nullfire Blade, but it has a certain amount of charges, upgradable by repurchasing the recipe.

Item Builds

Electrician is mostly played as a tank but he is a ganker type hero. If playing as a main tank, items that give him mana and armor and obviously health are suited best to him. Start off the match with runes of blight, Pretender's Crown, an Iron Shield, and a mana pot or two if you wish. Build up first your boots, Ghost Marchers are recommended because the move speed and unit walking will help you greatly when chasing the enemies down. Bracers are second or it is also recommended getting them before boots if you are having troubles farming, these give you the survivability you need to stay in team fights early on.

A Portal Key is a valid item on electrician because it allows him to get into range quickly to disable an enemy. Shrunken Head is a must for Electrician because of where he places himself in teamfights. Afterwards start to build towards your preferred tank items, Frostfield Plate gives you armor and mana as well as another aoe nuke which slows enemies, Daemonic Breastplate gives you armor and attack speed, as well as putting a debuff of minus armor on the enemies around you. Barrier Idol is recommended on Electrician because it allows you to tank and gives magic protection to allies. End game if you have your items or do not feel others will be useful after your Shrunken Head you can also build a Staff of the Master if your team is doing well.


As a tank disabler it is you task to disable those casters in teamfights, until you have shrunken head because you will be a focus for people to try and get you off of their nuker. When you have Shrunken head you can really grab the person who changes the tide of battle the most and take them out of the fight allowing your team to focus on others. It is suggested to Static Grip heroes like Chronos, Swiftblade, Tempest, Plague Rider and Engineer before they can get their ult off, afterwards or if none are present, focus on heavy nukers like pyro and witch slayer or grab the invisible guy if you have an eye. Keep your shield up in teamfights and go in right after your initiator or at the same time if he does not have a port key. Use Energy Absorbtion afterwards and Cleansing shock people trying to get away or your allies if they are trying to catch them, your moves have a short cooldown so use Static Grip again as soon as its up, But if you are being focused on you may not have the mana to do so, in that case just attack and assist your team until you have mana to do something.

See you on the battle field.


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