Post by zigzag on Sept 30, 2009 19:26:37 GMT -5
Weaponsmith
Entropist
Hypnotist
This combo is pretty easy. The main thing about this combo is their late-game capabilities of holding/killing and messing with the opponents mind. This team has the best killing capabilities mid game. Kind of hard to kill early game. The longer the game goes on, the stronger this team becomes. With this combo, the WS just becomes a straight killa, with HUGE lifesteal.
Weaponsmith (WS) - The Tank/Damage Dealer
The Weaponsmith is a great tank and damage dealer. Late-game he is one of the highest str chars, meaning lots of health. His innate provides alot of damage, early, middle, and late game, regardless of how it was used (attack, AoE stun, ulti). His level6 isn't really worthwhile before lv4-5 because of the attack speed reduction. Combat Mastery is even better on WS because of his lv6, innate, and ulti. His stun skill is invaluable to countering offense when it is used right, otherwise it's just a quick save. His ultimate can be doubley effective when used with his innate.
Skill Priorities:
1. Combat
2. Ultimate
3. Stun
4. Lv6 (this only becomes really effective late game anyways)
Entropist - The Runner / Saviour
The entropist is one of the best late game holders due to his long stuns. He can pretty much stop the creeps in their tracks, and render almost any offense useless. His ulti should be used to take out the more dangerous waves (spiders, first piercing, meys). Lv1 stun counters offence. Quake helps to hold the line instead of summoning an uthmor while WS is, god forbid, dead. He takes on multiple roles as the runner, AoE, and saviour at different points throughout the game.
Skill Priority
1. Lv1 Stun
2. Etheral Shield
3. Quake
4. Ulti
Hypnotist - The Third Wheel
The hypnotist's job, mainly, is to provide stats to the weaponsmith, and counter offenses when the entropist is busy. Keep the moonbeam under the WS to be able to polymorph the creeps attacking the WS. Halluc can harrass the enemy hero/deflect some damage off of the WS. The ulti can be used on some of the less dangerous waves, or on waves the entropist's utli couldnt kill off. Predict should be used on WS.
Skill Priority
1. Predict
2. Halluc
3. Ultimate
4. Poly (lv1 should work until predict and halluc are maxed)
Weaponsmith Defensive Item Build
Tele Boots
Cheap Armor
Elven Armor
Big Str Ring
(If you feel tower is needed, get it)
Anti-Magic Pot
Bloodthirst
Diamond Ring
Zircon
Moonstone
Ring of Vic
Ironbarks
Dragonscale Shield
Tkashi
Weaponsmith Offensive Item Build
Tele boots
Gleaming sword (this should clear up any early game killing problems)
Cheap Armor
Elven Armor
Zircon Ring
Anti-Magic Pot
Bloodthirst
Ironbarks
Tkashi
Skullcleaver
Generic Runner Build
Hisan
Cheap Armor
Tele Boots
Arblog Boots
Speed Boots
Combo Boot
Better Armor*
Anti-Magic Pot
Bloodstone Ring
Hints And Tips:
The WS has higher crits then troll late game, and lets see any blooddancer match the lifesteal rate of WS in this combo.
Hypnotist and Entro can be switched so Hypnotist runs, but Entro is str based and has a speed aura so he is a better candidate.
The first time I listed the heros, I put them as the best hero colour in game (WS, player 3/4, Entro, Player 2, Hypno, Host/Player 1). This way WS has the best defensive SB, Hypno has best offensive.
For the hypno/entro, get pots as they apply and hold a kirm on you just incase of a mana drain. Hisans generally work until wave 12-13.
*: I usually combo boots and get better armor at the combo round, when there's lots of gold to go around.
Here is the link to a replay that I am not really sastisfied with, but the ending is kinda funny. WS/Entro/Hypno
Entropist
Hypnotist
This combo is pretty easy. The main thing about this combo is their late-game capabilities of holding/killing and messing with the opponents mind. This team has the best killing capabilities mid game. Kind of hard to kill early game. The longer the game goes on, the stronger this team becomes. With this combo, the WS just becomes a straight killa, with HUGE lifesteal.
Weaponsmith (WS) - The Tank/Damage Dealer
The Weaponsmith is a great tank and damage dealer. Late-game he is one of the highest str chars, meaning lots of health. His innate provides alot of damage, early, middle, and late game, regardless of how it was used (attack, AoE stun, ulti). His level6 isn't really worthwhile before lv4-5 because of the attack speed reduction. Combat Mastery is even better on WS because of his lv6, innate, and ulti. His stun skill is invaluable to countering offense when it is used right, otherwise it's just a quick save. His ultimate can be doubley effective when used with his innate.
Skill Priorities:
1. Combat
2. Ultimate
3. Stun
4. Lv6 (this only becomes really effective late game anyways)
Entropist - The Runner / Saviour
The entropist is one of the best late game holders due to his long stuns. He can pretty much stop the creeps in their tracks, and render almost any offense useless. His ulti should be used to take out the more dangerous waves (spiders, first piercing, meys). Lv1 stun counters offence. Quake helps to hold the line instead of summoning an uthmor while WS is, god forbid, dead. He takes on multiple roles as the runner, AoE, and saviour at different points throughout the game.
Skill Priority
1. Lv1 Stun
2. Etheral Shield
3. Quake
4. Ulti
Hypnotist - The Third Wheel
The hypnotist's job, mainly, is to provide stats to the weaponsmith, and counter offenses when the entropist is busy. Keep the moonbeam under the WS to be able to polymorph the creeps attacking the WS. Halluc can harrass the enemy hero/deflect some damage off of the WS. The ulti can be used on some of the less dangerous waves, or on waves the entropist's utli couldnt kill off. Predict should be used on WS.
Skill Priority
1. Predict
2. Halluc
3. Ultimate
4. Poly (lv1 should work until predict and halluc are maxed)
Weaponsmith Defensive Item Build
Tele Boots
Cheap Armor
Elven Armor
Big Str Ring
(If you feel tower is needed, get it)
Anti-Magic Pot
Bloodthirst
Diamond Ring
Zircon
Moonstone
Ring of Vic
Ironbarks
Dragonscale Shield
Tkashi
Weaponsmith Offensive Item Build
Tele boots
Gleaming sword (this should clear up any early game killing problems)
Cheap Armor
Elven Armor
Zircon Ring
Anti-Magic Pot
Bloodthirst
Ironbarks
Tkashi
Skullcleaver
Generic Runner Build
Hisan
Cheap Armor
Tele Boots
Arblog Boots
Speed Boots
Combo Boot
Better Armor*
Anti-Magic Pot
Bloodstone Ring
Hints And Tips:
The WS has higher crits then troll late game, and lets see any blooddancer match the lifesteal rate of WS in this combo.
Hypnotist and Entro can be switched so Hypnotist runs, but Entro is str based and has a speed aura so he is a better candidate.
The first time I listed the heros, I put them as the best hero colour in game (WS, player 3/4, Entro, Player 2, Hypno, Host/Player 1). This way WS has the best defensive SB, Hypno has best offensive.
For the hypno/entro, get pots as they apply and hold a kirm on you just incase of a mana drain. Hisans generally work until wave 12-13.
*: I usually combo boots and get better armor at the combo round, when there's lots of gold to go around.
Here is the link to a replay that I am not really sastisfied with, but the ending is kinda funny. WS/Entro/Hypno