Showing posts with label heroes guide. Show all posts
Showing posts with label heroes guide. Show all posts

Monday, September 17, 2007

Footmen frenzy heroes: Cattle Bruiser

CattleBruiser's main purpose is to kill enemy Heros. Except for Contract of Death, all his spells damage a single target. The most important thing to remember when playing CattleBruiser is to keep his mana up and keep him out of danger.

Spells


Death Strike

Death Strike is a variation of the Death Knight's Death Coil spell. The spell is used to damage an enemy non-Undead unit, and is best used in combination with Cold Strike. It is advisable to learn this spell first due to its low mana cost. During the early part of the game, use Death Strike to finish off footmen with low health. As with Death Coil, Death Strike can also be used to heal an allied Undead Hero or unit, making CattleBruiser a part-time healer in some games.

Level DMG / Heal Range Cooldown Mana
1 100 HP / 200 HP 800 6 seconds 75
2 200 HP / 400 HP 825 6 seconds 75
3 300 HP / 600 HP 850 6 seconds 75
4 400 HP / 800 HP 875 7 seconds 100
5 550 HP / 1100 HP 900 8 seconds 100
6 750 HP / 1500 HP 925 9 seconds 125

Cold Strike

Cold Strike is just like Frost Nova without the Nova. The target will take damage from the spell and be slowed down for a short duration, but nearby units will be unaffected. When planning to use Cold Strike and Death Strike in succession, it is better to use Cold Strike first to slow down the enemy Hero. Cold Strike always has an 8 second cooldown.

Level Damage Range Slow Duration (Hero/Unit) Mana
1 175 800 2 / 4 125
2 250 825 3 / 6 125
3 325 850 4 / 8 125
4 400 875 5 / 10 125
5 475 900 6 / 12 125
6 750 950 8 / 16 150

Contract of Death

Contract of Death is a spell that sacrifices an Undead unit to heal CattleBruiser by an amount relative to the unit's hit points. This spell is generally only learned to level 3 because at that point you can use it on an Abomination and CattleBruiser will have maximum (or near maximum) hit points. Note that you will not make much use on this ability unless you tech Undead Tier.

Level % Life to Life Range
1 50 800
2 100 825
3 150 850
4 200 875
5 250 900
6 400 950

Camato Yannon

Camato Yannon deals more damage to a single target than any other spell in the game. This spell is best used to finish off a Hero with realtively high hit points. Due to the high mana cost and cooldown, you have to be careful when using this spell. An enemy Hero weakened by this spell could easily escape or another team could steal your kill. It must be therefore noted that in almost all cases this spell should only be used if it would kill a target Hero. Since Heroes have some natural immunity to spell damage, Camato Yannon only deals 70% of its advertised damage to them.

Level Damage (Units) Damage (Heros) Range Cooldown Mana
1 1000 700 400 330 seconds 300
2 2000 1400 600 300 seconds 400
3 3000 2100 800 270 seconds 500

Strategy

CattleBruiser generally needs to use both Death Strike and Frost Nova back-to-back to score hero kills and Camato Yannon also requires a lot of mana. Unfortunately, CattleBruiser is a strength-based hero and therefore has low maximum mana and mana regeneration capabilities. Buying items that increase CattleBruiser's maximum mana and/or mana regeneration (such as Precept of Mana, Sobi Mask, or Robes of Magi) help counter this problem. It is not essential to tech Undead Tier, but is advisable if you want to to make use of Contract of Death.

Monday, June 25, 2007

Footmen frenzy heroes: Crypt Lord

The Crypt Lord does pretty well as a solo hero and is beefy enough to last for quite some time. If you want to play him as a mean killing machine, max everything but beetles. If you'd rather use the beetles of doom, max it instead of Spiked Carapace and keep the Crypt Lord on the sidelines. Summoning beetles while on the front line can be deadly to you, because they'll probably appear around you and block your retreat.

Spells


Impale

Impale damage and stuns a line of enemy units. The stun on this spell is better than the damage it does. It's great when used in tandem with another AoE spell like Carrion Swarm. It's also useful for stopping retreating heroes. Impale always costs 100 mana and has a 9 second cooldown.

Level DMG/(Impale length) Range Stun (Hero/Units)
1 50 dmg / 625 length 700 1 sec hero / 2 sec units
2 90 dmg / 650 length 725 2 sec hero / 3.5 sec units
3 120 dmg / 675 length 750 3 sec hero / 5 sec units
4 150 dmg / 700 length 775 4 sec hero / 6.5 sec units
5 180 dmg / 725 length 800 4 sec hero / 7 sec units
6 360 dmg / 800 length 825 4 sec hero / 10 sec units

Carrion Beetles

Carrion Beetles are a different kind of summons than you're probably used to. These fat beetles don't do much damage, but they have fortified armor and are magic immune. They were designed to be more of a moving Bone Wall than a scary attacking squad. Beetles make a good meat shield for ranged units and also do wonders at messing up the pathing of Tier 4 units. To increase the survival of your beetles, combine them with Vampiric Aura or some Scourge Bone Chimes. A fun strategy to try: Impale a hero and then surround him with beetles. Beetles always last for 60 seconds or until killed. The mana cost is 100 and the cooldown is always 15 seconds for levels up to 6, and level 6's mana cost is 300 and cooldown is 30.

Level Units Hitpoints Danage Armor
1 3 Beetles 350 hp 16-19 dmg 0
2 4 Beetles 400 hp 16-19 dmg 2
3 5 Beetles 450 hp 21-24 dmg 4
4 6 Beetles 500 hp 21-24 dmg 6
5 7 Beetles 550 hp 24-27 dmg 10
6 20 Beetles 550 hp 24-27 dmg 10

Spiked Carapace

Spiked Carapace is like a local version of Thorns Aura, and also provides additional armor to the Crypt Lord. It is very useful when your opponents tech melee units or when you are facing a Blademaster or Jaood.

Level Armor DMG returned %
1 +3 25% dmg returned
2 +6 50% dmg returned
3 +9 75% dmg returned
4 +12 100% dmg returned
5 +15 125% dmg returned
6 +20 225% dmg returned

Locust Swarm

At Level 1, Locust Swarm is a healing spell which takes hit points from enemy units and feeds them to the Crypt Lord. At higher levels, it's an AOE killing spell, because the locusts take much more HP than your Crypt Lord could ever want. Locust Swarm always costs 150 mana.

Level Life Regeneration Area Cooldown
1 20 swarms returning 25 hp each 800 AoE 180 seconds
2 30 swarms returning 50 hp each 850 AoE 150 seconds
3 50 swarms returning 80 hp each 900 AoE 120 seconds