Storm Spirit Skill Build

1:55 AM
Skill Build
Static Remnant
Overload
Electric Vortex
Electric Vortex
Electric Vortex
Ball Lightning
Electric Vortex
Static Remnant
Static Remnant
Static Remnant
Ball Lightning
Overload
Overload
Overload
Stats
Ball Lightning
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Lina Skill Build

1:55 AM
Skill Build:

Level 1: Light Srtike Array(1)
Level 2: Dragon Slave(1)
Level 3: Dragon Slave(2)
Level 4: Light Strike Array(2)
Level 5: Dragon Slave(3)
Level 6: Laguna Blade(1)
Level 7: Light Strike Array(3)
Level 8: Dragon Slave(4)
Level 9: Light Strike Array(4)
Level 10: Fiery Soul(1)
Level 11: Laguna Blade(2)
Level 12: Fiery Soul(2)
Level 13: Fiery Soul(3)
Level 14: Fiery Soul(4)
Level 15: Stats(1)
Level 16: Laguna Blade(3)
Level 17-25: Stat(2-10)

Explanation: This skill build is much like the first role but the difference is we took Light Srtike Array first than Dragon Slave. The main reason why we get Light Strike Array is because whenever your teammates call for a gank in the early parts of the game, they'll need your stun to prolong the stun duration whenever a teammates of yours cast a stun or a slow spell.
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Gyrocopter Skill Build

1:52 AM
SKILL-BUILD:
1. Homo Missle
2. Flak Cannon
3. Rocket Barrage
4. Homo Missle
5. Homo Missle
6. Duh...Call Down
7. Homo Missle
8. Rocket Barrage
9. Flak Cannon
10. Rocket Barrage
11. Another duh...Call Down
12. Flak Cannon
13. Rocket Barrage
14. Flak Cannon
15. Stats
16. Yet another duh...Call Down
17.-25. Guess what?!
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Troll Warlord Skill Build

1:51 AM
Skill Build
Basic Cookie Cutter build
Level 1 - Berserker Rage/Whirling Axes
Level 2 - Whirling Axes/Berserker Rage
Level 3 - Whirling Axes
Level 4 - Fervor
Level 5 - Whirling Axes
Level 6 - Battle Trance
Level 7 - Whirling Axes
Level 8 - Fervor
Level 9 - Fervor
Level 10 - Fervor
Level 11 - Battle Trance
Level 12 - Berserker Rage/Stats
Level 13 - Berserker Rage/Stats
Level 14 - Berserker Rage/Stats
Level 15 - Stats/Berserker Rage
Level 16 - Battle Trance
Level 17+ Stats/Berserker Rage
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Rikimaru Skill Build

1:49 AM
SKILL BUILD

Level 1 - Smoke Screen
Level 2 - Blink Strike
Level 3 - Blink Strike
Level 4 - Stats/Backstab
Level 5 - Blink Strike
Level 6 - Permanent Invisibility
Level 7 - Blink Strike
Level 8 - Backstab
Level 9 - Backstab
Level 10 - Backstab
Level 11 - Permanent Invisibility
Level 12 - Backstab/Stats
Level 13 - Smoke Screen
Level 14 - Smoke Screen
Level 15 - Smoke Screen
Level 16 - Permanent Invisibility
Level 17 - Stats
Level 18 - Stats
Level 19 - Stats
Level 20 - Stats
Level 21 - Stats
Level 22 - Stats
Level 23 - Stats
Level 24 - Stats
Level 25 - Stats

Justification

Smoke Screen is gotten at Level 1 because its silence is the same at all levels and it helps you escape and take less damage early when you are the weakest. Blink Strike is then maxed as it is your best chase, escape, farm skill. I have been getting a lot of comments from people who argue that Blink Strike is better at level 1. Usually I would disregard these people as morons, but in some cases Blink Strike could be more useful than Smoke Screen. I usually prefer Smoke Screen at level 1 because with Blink Strike you need a unit in the right position for your escape, whereas Smoke Screen can be always be used.

Stats or Backstab can be gotten at level 4, Backstab would be better in a lane with 2 melee heroes where you wouldn’t need to worry about harassment as much, stats are better against ranged opponents where you get almost no hits in and you need the HP. Permanent Invisibility is gotten at 6 obviously. After that max Blink Strike and Backstab, getting Permanent Invisibility at 11, then max Smoke Screen and Permanent Invisibility.
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Mirana Skill Build

1:49 AM
Skill Build



1 - Elune's Arrow 1 / Leap 1
2 - Leap 1 / Elune's Arrow 1
3 - Starfall 1
4 - Starfall 2
5 - Starfall 3
6 - Elune's Arrow 2
7 - Starfall 4
8 - Elune's Arrow 3
9 - Elune's Arrow 4
10 - Moonlight Shadow 1
11 - Moonlight Shadow 2
12 - Leap 2
13 - Leap 3
14 - Leap 4
15 - Stats
16 - Moonlight Shadow 3
17 - Stats
18 - Stats
19 - Stats
20 - Stats
21 - Stats
22 - Stats
23 - Stats
24 - Stats
25 - Stats

Skill Build Justification
Elune’s Arrow and Leap for the first two levels. The choice of which one to go for first is entirely yours. You should get Elune’s Arrow if you think your team will try an early gank or Leap if you’re trying to escape an early gank attempt. I usually go with Elune’s Arrow but hey, it’s your choice.
Next you want to maximize Starfall. The reason why you want to maximize Starfall before Elune’s Arrow, is because Starfall is a much more reliable skill then Elune’s Arrow. You can’t really miss Starfall. Besides Elune’s Arrow’s stun stays the same at all levels, so level 1 is fine for you.
At level 9 you should've maxed out both Starfall and Elune’s Arrow, because, as the game goes on, the less effective your nuke's damage is.
Next two points at your ultimate, you don't want your ultimate earlier because you won't really have the mana required to use it, since you'll be ganking all the time.
Following then max out Leap. If you feel you need it, you can trade Leap for Stats, although I really think Leap is superior.
Same thing for your ultimate, if you feel you need the extra stats go ahead and take them instead of Moonlight Shadow.
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Alchemist Skill Build

1:48 AM
Skill Builds

Alch is one of those heroes that can be built a few different ways. All the skill builds have you make out your nuke-stun first, and that is probably the only thing that is absolutely set in stone for playing Alch. I'll present 3 skill builds. Each one serves a particular playstyle, and I'll explain each one.

The Face Smasher
1. Unstable Concoction
2. Acid Spray
3. Unstable Concoction
4. Acid Spray
5. Unstable Concoction
6. Chemical Rage
7. Unstable Concoction
8. Acid Spray
9. Acid Spray
10. Goblin's Greed
11. Chemical Rage
12. Goblin's Greed
13. Goblin's Greed
14. Goblin's Greed
15. Stats
16. Chemical Rage

This build is optimized towards getting into your opponents' faces as fast as possible. You stun, you spray acid, you smack them until they die, and you do it during the early game. That's the idea behind this skill build.

I also recommend this when facing off against a weak lane. Say a Juggernaut paired with a Phantom Assassin. You can basically free farm as long as you set yourself up as the dominant force in the lane.


The Rich Man
1. Unstable Concoction
2. Goblin's Greed
3. Acid Spray
4. Goblin's Greed
5. Acid Spray
6. Chemical Rage
7. Acid Spray
8. Acid Spray
9. Goblin's Greed
10. Goblin's Greed
11. Chemical Rage
12. Unstable Concoction
13. Unstable Concoction
14. Unstable Concoction
15. Stats
16. Chemical Rage

This is for those who have the $$$ in their eyes. If you have absolutely phenomenal last hitting ability, you'll be able to fully utilize this skill build. You stay a threat since you have your stun, and you become a bigger threat with your intensive farming. Maxing out Acid Spray intensifies your farming and allows you to last hit much easier as well as harassing enemies in the lane (especially melee heroes).

I would almost never recommend doing this build. It's useful in one very select situation that should never happen: your team has no carry. Then it falls to you to step up and farm your damn heart out. Finish ALL your core items by the 15-20 minute mark and one luxury item by 25-27 minutes. Go kill the other team and lol while they realize they shouldn't have let you farm.


Harmony
1. Unstable Concoction
2. Goblin's Greed
3. Unstable Concoction
4. Stats
5. Unstable Concoction
6. Chemical Rage
7. Unstable Concoction
8. Acid Spray
9. Acid Spray
10. Acid Spray
11. Chemical Rage
12. Acid Spray
13. Goblin's Greed
14. Goblin's Greed
15. Goblin's Greed
16. Chemical Rage

This is my personal build. I am a big believer in taking a level of stats in the early game for that little bit of extra padding on both HP and Mana. I've been saved by it enough to really incorporate it into most of my gameplay.

You'll notice the one level of Goblin's Greed. If you're able to chain your last hits back to back, it really pumps up your gold income by around 15-20% in the early game. I take Acid Spray going into the mid game when I'm assisting in ganks and pushing lanes.
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IO Skill Build

1:48 AM
Supporter semi ganker Pure supporter build (Classic)
1. Tether 1. Tether
2. Spirits 2. Spirits
3. Tether 3. Tether
4. Spirits 4. Overcharge
5. Tether 5. Tether
6. Relocate 6. Relocate
7. Tether 7. Tether
8. Spirits 8. Overcharge
9. Spirits 9. Overcharge
10. Overcharge 10. Overcharge
11. Relocate 11. Relocate
12. Overcharge 12. Spirits
13. Overcharge 13. Spirits
14. Overcharge 14. Spirits
15. Attribute Bonus 15. Attribute Bonus
16. Relocate 16. Relocate
17+ Attribute Bonus 17+ Attribute Bonus
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Rooftrellen Skill Build

1:47 AM
Recommended skill build
Level 1 - Nature's Guise
Level 2 -Living Armor
Level 3 - Leech Seed
Level 4 - Leech Seed
Level 5 - Leech Seed
Level 6 - Overgrowth
Level 7 - Leech Seed
Level 8 - Living Armor
Level 9 - Living Armor
Level 10 - Living Armor
Level 11 - Overgrowth
Level 12 - Nature's Guise
Level 13 - Nature's Guise
Level 14 - Nature's Guise
Level 15 - Stats
Level 16 - Overgrowth
Level 17+ - Stats

Note: Build may be varied due to gamplay, but for players who still dont know how to play roofie, I recommened you to take the skill build above
Justification for Level 1-6 (Early game)
About Nature's Guise, we only take a level of it, so we can avoid ganks, first blood, chasers. Take note we have to max first the leech seed so we can easily finish of an enemy or heal someone who needs heal, Also note on it can be spammable 2 or 3 times when maxed. And of course (Obviously) Take Overgrowth when it's possible.


Justification for Level 7-11 (Mid game)
This is the part where you have to max leech seed (Want to know the reason? see It in early game). After we maxed out the Leech Seed, We have Maxed up the Living Armor up to Level 9 so we can even add support. Well sir, why dont we take Nature's Guise since when maxed, we have big advantage from the long duration of it, well it's because we dont actually need the long duration, just at least 15 seconds to prevents kills from your enemies. So now, just level up Overgrowth at Level 11.


Justification for Level 12-16 (Late game)
Now if i were you, i would take the stats instead, but it's not recommended anyway, so just max up the Nature's guise till' Level 14 then also max up Overgrowth. Make sure the Nature's Guise gives it's usefulness, that means you have to spam it when possible.


Justification for Level 17-25 (End game)
Just max up the stats, or if you leveled up the stats first, then max up the nature's guise in Level 23-25 if you want to.
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Tauren Chieftain Skill Build

1:40 AM
Skill builds and justifications

Tauren Chieftain skillbuilds are not really flexible: Ancestral Spirit should always be maxed first (Direct damage increase, and the damage and ms are always useful), and you must get at least two levels of Echo Stomp to be able to use your powerful ultimate. The main question is: Should I max Stomp at level 9, or get aura first? This really depends on the game. You usually want Stomp maxed, because 5 second sleep is no joke when it comes to teamfights, but in some cases (especially in public games), you can afford to skip the last two levels of Stomp.

The cookie cutter:



Level 1: Echo Stomp
Level 2: Ancestral Spirit
Level 3: Ancestral Spirit
Level 4: Echo Stomp
Level 5: Ancestral Spirit
Level 6: Earth Splitter
Level 7: Ancestral Spirit
Level 8: Echo Stomp
Level 9: Echo Stomp
Level 10: Natural Order
Level 11: Earth Splitter
Level 12: Natural Order
Level 13: Natural Order
Level 14: Natural Order
Level 15: Stats
Level 16: Earth Splitter

Explanation: This is the most common Tauren Chieftain build. You get Echo Stomp first because the 2 seconds disable is way more useful than the 120 damage to score a first blood/escape a first blood attempt. Ancestral Spirit is maxed first because it is your main damage source early game (direct damage+ms and damage bonus). This build allows you to dominate teambattles from level 9, and the 5 second sleep is great to help your team during early/mid game ganks.

The aura rush



Level 1: Echo Stomp
Level 2: Ancestral Spirit
Level 3: Ancestral Spirit
Level 4: Echo Stomp
Level 5: Ancestral Spirit
Level 6: Earth Splitter
Level 7: Ancestral Spirit
Level 8: Natural Order
Level 9: Natural Order
Level 10: Natural Order
Level 11: Earth Splitter
Level 12: Natural Order
Level 13: Echo Stomp
Level 14: Echo Stomp
Level 15: Stats
Level 16: Earth Splitter

Explanation: This is the build you may want if your team lacks the coordination to make use of the additional 2 seconds on Echo Stomp (This usually happens in public games). 3 seconds of sleep are usually enough to land good ultimates, and the fast aura increases your team damage.
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Silencer Skill Build

1:39 AM
Skill Build


There are two Skill Builds for Nortrom, depending on your lane opponents.

1. Curse Build
1.Glaive
2.Curse
3.Curse
4.Last Word
5.Curse
6.Global Silence
7.Curse
8.Glaive
9.Glaive
10.Glaive
11.Global Silence
12.Last Word
13.Last Word
14.Last Word
15.Stats
16.Global Silence
17.Stats
...

2. "Common Build"
1.Glaive
2.Stats/Last Word
3.Glaive
4.Stats/Last Word
5.Glaive
6.Global Silence
7.Glaive
8.Last Word
9.Last Word
10.Last Word
11.Global Silence
12.Last Word
13.Stats
14.Stats
15.Stats
16.Global Silence
17.Stats
... (Stats before Curse)
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Ezalor Skill Build

1:33 AM
_1__Illuminate
Just get it at first to make sure that you are the boss on the lane.
Mana can be healed with potions.
____2__Chakra Magic
You need Mana to keep casting Illuminate.
____3__Chakra Magic
150 Mana is still not really enough, but it can balance your manapool.
____4__Illuminate
Damage is quite cool. As you have Chakra on 2, keep harraesment.
____5__Chakra Magic
Finally enough mana to do what ever you want.
____6__Illuminate
Damage is the most important thing aside from having mana to do damage.
____7__Spirit Form
It is quite obvious.
This Skill helps to place Illuminates and you can rescue allies,
get an allie for a gank, or what ever.
____8__Illuminate
500 Damage is simply HUGE.
____9__Mana Leak
Mana Leak got a decent upgrade from slow to stun,
but enemies will not run out of mana when laning, so that you can stun them.
Now it is time to use it.
Especially later on you can use it in several situations pretty well.
___10__Chakra Magic
Sometimes you forget to use Chakra, so better max it, that you keep high mana.
___11__Spirit Form
See above ...
___12__Mana Leak
Mana Leak is better then Stats, so just max now ...
___13__Mana Leak
___14__Mana Leak
___15__Stats
You must pick stats now
___16__Spirit Form
Finally Maxed Spirit Form
17-25__Stats
Stats from now on...

If your game should develop more gank-orientated or you are on a trilane, get Mana Leak earlier. It helps to stun and get more kills.

Minor changes are allowed, too. If you need some more damage output, you can max Illuminate earlier etc.
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Phantom Lancer Skill Build

1:30 AM
Level 01 - Doppelwalk
Level 02 - Spirit Lance
Level 03 - Spirit Lance
Level 04 - Doppelwalk
Level 05 - Spirit Lance
Level 06 - Doppelwalk
Level 07 - Spirit Lance
Level 08 - Doppelwalk
Level 09 - Juxtapose / Phantom Edge
Level 10 - Phantom Edge / Juxtapose
Level 11 - Phantom Edge
Level 12 - Juxtapose
Level 13 - Juxtapose
Level 14 - Juxtapose
Level 15 - Stats
Level 16 - Phantom Edge

Justification: Doppelwalk is normally gotten at level 1 because you rarely need a nuke at level 1--you then max out spirit lance for better early game power. DO NOT GET PHANTOM EDGE AT LEVEL 6. Some people say "phantom edge must be gotten at level 6 because it provides magic-resistance." Yes, it does provide magic resistance, but that's kind of useless at this very early stage of the game and given the bad hp you have. If you want survivability, get stats instead.
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Naga Siren Skill Build

1:29 AM
Skill Build


Common:

1. Ensnare
2. Mirror Image
3. Ensnare
4. Mirror Image
5. Ensnare
6. Song of the Siren
7. Ensnare
8. Mirror Image
9. Mirror Image
10. Critical Strike
11. Song of the Siren
12. Stats
13. Stats
14. Stats
15. Stats
16. Song of the Siren
17. Critical Strike
18. Critical Strike
19-25. Stats/Critical Strike
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Morphling Skill Build

1:29 AM
1. Waveform
2. Adaptive Strike/Stats
3. Waveform
4. Stats
5. Waveform
6. Stats
7. Waveform
8. Stats
9. Morph
10. Replicate
11. Replicate
12. Stats/Adaptive Strike
13. Adaptive Strike
14. Adaptive Strike
15. Adaptive Strike
16. Replicate

Justification (Flexibility): This is an experimental build with the goal of achieving the most flexible type of Morphling. It can be adjusted according to every situation. You can adjust it your liking, beyond the two obvious changes you can make.

Waveform is maxed first as it is clearly his best skill. It will be his damage source from early to middle game, while still being useful as a utility spell for ganking and escaping. It costs 165 mana, so we only take Adaptive Strike as his second skill to interrupt.

His manapool is quite low, Stats offer a good fix to this. So only take Adaptive Strike early if your allies' stuns are too valuable to waste on a channeling Hero. Otherwise, head directly for Stats up to Level 8.

Morph costs 20 mana, and we only need 1 level of it for now, taken at Level 8. It will be useful for manipulating your stats slightly. You then level the rest of Adaptive Strike during 12-15 because that's where it'll be likely to be effective.

Replicate is taken at Level 10 and 11. Although it is not as important, utilize it during those times!

If you have not yet read what I have been trying to imply earlier in my foreword, this skill build is not meant to restrict your gameplay. Flexibility is Morphling's greatest asset, and to provide only one skill build to use limits his potential. I've elaborated on the Miscellaneous portion about situations involving a change in the skill build, but so far, this is the most common build that I personally use.

Note: Adaptive Strike is taken early only when there is a need for interrupting channeling spells and that's it. Otherwise, go for Stats.
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Luna Moonfang Skill Build

1:29 AM
1 Lunar Blessing
2 Lucent Beam
3 Lunar Blessing
4 Lucent Beam
5 Lucent Beam
6 Eclipse
7 Lucent Beam
8-9 Lunar Blessing
10 Moon Glaive
11 Eclipse
12-14 Moon Glaive
15 Stats
16 Eclipse
17-25 Stats

Skill Build Justification


Lucent Beam is maxed early for a few reasons. Eclipse's damage is based on Lucent Beam's level, so you want Lucent Beam to be maxed asap so Eclipse can hit its full potential asap. It's also a 6 seconds cooldown single target nuke which deals 300 damage when maxed, has quite a long casting range and is the only reason for Luna to put her mana to use other than Eclipse. As a bonus, it has a mini-stun that comes in handy against tp users and channelers. Level Eclipse asap because it's the only reason enemies are afraid of her. Eclipse can sometimes turn a 1v2 battle to a double kill for Luna, if timed right. You should also know that when Luna is only level 6, Eclipse can already dish up to 900 magic damage on a single target. That's a whopping 675 damage after heroes' natural magic resistance and it's almost always a guaranteed kill whenever a lone hero is caught off-guard with Luna. If he isn't dead, cast that single Lucent Beam already.

Now that Lunar Blessing's reworked, it's more worthy of early levels for it's constant damage bonus. Likewise, constant damage bonus scales poorer into late game, and hence should be taken advantage of early game. Maxing Lunar Blessing early right after Lucent Beam also allows Luna to benefit from the bonus night sight as early as during the first night. Enemies fall to Eclipse early game and having extra sight at night could really help Luna to position better for it. Also, Luna has no escape mechanisms and she can't afford deaths early game, so the extra sight will come in handy to spot incoming enemies at night and escape before they can see you.

Moon Glaive is maxed from level 10 onwards, it's the trademark ability that makes Luna farms a lot better and with the +24 damage from Lunar Blessing it's much better. Moon Glaive significantly increases her dps against multiple units, hence you should be cautious not to overuse it in lanes, unless you want to push the lane far ahead. If you use it to fight lane creeps, attempt only last hits. 'Neutral stacking' or 'jungle stacking' is a term referring to stacking multiple neutral creep spawns in their camps. This will be explained later.Remember to level up Eclipse whenever possible. Proceed with stats for the remaining levels.
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Tiny Skill Build

1:28 AM
Skillbuild
Avalanche
Toss
Avalanche
Toss
Avalanche
Toss
Toss
Avalanche
Grow
Stats
Grow
Craggy / Stats
Craggy / Stats
Craggy / Stats
Craggy / Stats
Grow
Stats /Craggy
Stats /Craggy
Stats /Craggy
Stats /Craggy
– 25. Stats

Always get your disable first. Always. Actually Toss scales better than Avalanche, since the casting range improves a lot, but the double damage from Avalanche in a Ava/Toss combo is too good to pass up. But due to the weird scaling of Avalanche ( the last level only gives you +40 dmg), getting level 4 Toss over level 4 Avalanche is recommended.

I’ve seen people switching Avalanche and Grow at level 8 and 9. Grow gives additional 45 damage to the tossed unit and another 40 physical damage for your combo and 5 ms, Avalanche gives 40 AoE damage and 80 damage to a unit in Ava/Toss. Since you won’t be using Avalanche only for Ava/Toss, I find Avalanche to be more effective and the 5 ms not really important. It’s a small difference though and only matters for one level.

Whether you get Craggy or Stats after level 11 depends on your enemies. If physical damage starts to play an important role quite early in the game or the enemy team consists of many melee heroes, Craggy will be your choice. If that is not the case, feel free to fill in some Stats, they really help your low manapool and some HP never hurt. At least after lvl 16 you would want to skill Craggy anyway, you simply need the armor. Adjust to the situation.
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Pandaren Brewmaster Skill Build

1:26 AM
Skill Build
Thunder Clap
Stats/Drunken Haze
Thunder Clap
Stats
Thunder Clap
Primal Split
Thunder Clap
Drunken Brawler
Drunken Brawler
Drunken Brawler
Primal Split
Drunken Brawler
Drunken Haze
Drunken Haze
Drunken Haze
Primal Split
Drunken Haze
Stats/Drunken Haze
~25.Stats
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Omniknight Skill Build

1:25 AM
Supportive
1.Repel
2.Purification
3.Purification
4.Repel
5.Purification
6.Repel/Guardian Angel
7.Purification
8.Guardian Angel/Repel
9.Repel
10.Degen Aura
11.Guardian Angel
12.Degen Aura
13.Degen Aura
14.Degen Aura
15.Stats
16.Guardian Angel
17.Stats

Gank Oriented
1.Repel
2.Purification
3.Purification
4.Degen Aura
5.Purification
6.Degen Aura/Guardian Angel
7.Purification
8.Degen Aura/Repel
9.Degen Aura
10.Repel/Degen Aura
11.Guardian Angel
12.Repel
13.Repel
14.Guardian Angel
15.Stats
16.Guardian Angel
17.Stats
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Chen Skill Build

1:23 AM
Level 1 - Holy Persuasion
Level 2 - Penitence
Level 3 - Penitence
Level 4 - Holy Persuasion
Level 5 - Holy Persuasion
Level 6 - Hand of God
Level 7 - Holy Persuasion
Level 8 - Penitence
Level 9 - Penitence
Level 10 - Test of Faith
Level 11 - Hand of God
Level 12 - Test of Faith
Level 13 - Test of Faith
Level 14 - Test of Faith
Level 15 - Attribute Bonus
Level 16 - Hand of God
Level 17+ - Attribute Bonus


Explanation:
Cookie-Cutter build.
We take Holy Persuasion at level 1 to start jungling immediately and we max it first. The number of creeps you can persuade stays at 1 with level 1 and level 2 Holy Persuasion, so leveling it up again at level 3 is pretty useless.
Instead, take it at level 4 and 5.
Max out Penitence after Holy Persuasion. As your early game is build upon ganking it is more helpful than Test of Faith.
The damage of Test of Faith should not be underestimated and even though it's not as good as Chen's other skills it's clearly better than Stats.
Get Hand of God whenever you can. There should be no reason why you skip this ability.
After level 16 it's your decision but i would suggest you take Stats rather than nothing. Haha, funny shit.

Because the teleportation effect was moved from Test of Faith to Holy Persuasion, it is no longer an option. Penitence's slow and damage amplification is just too good to pass.

Alternative Build:
Level 1 - Holy Persuasion
Level 2 - Test of Faith
Level 3 - Test of Faith
Level 4 - Holy Persuasion
Level 5 - Holy Persuasion
Level 6 - Hand of God
Level 7 - Holy Persuasion
Level 8 - Test of Faith
Level 9 - Test of Faith
Level 10 - Penitence
Level 11 - Hand of God
Level 12 - Penitence
Level 13 - Penitence
Level 14 - Penitence
Level 15 - Attribute Bonus
Level 16 - Hand of God
Level 17+ - Attribute Bonus

Alternative build. You sacrifice your slow for some random nuking power. You can find this build mostly in high level league games, where the Chen player has not to worry about initiating because all the other players pick heroes with stuns/ slows/ etc.
Actually, I don't recommend this build. This is a guide, therefore it is mainly for new players and those should stick with the skill build above. Penitence makes it much easier to get your creeps into melee range.
Test of Faith is also highly mana intensive (175 Mana at all levels), make sure you carry Clearity Potions with you if you follow this build.
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Puck Skill Build

1:22 AM
1.Orb
2.Phase
3.Orb
4.Rift
5.Orb
6.Coil
7.Orb
8.Rift
9.Rift
10.Rift
11.Coil
12.Phase
13.Phase
14.Phase
15.Stats
16.Coil
17.Whatever the hell you want

Now what this skill build suggest, is proper lane harassment and decent spamming of nuking spell (Orb is your primary nuke in this build). Abuse the range of the orb. Even though the damage increase is rather minor, this is mostly for the fact that Orb doesn't increase MP cost over time.
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Enchantress Skill Build

1:22 AM
Bambi in the jungle
Level 1: Enchant
Level 2: Nature's Attendants
Level 3: Nature's Attendants
Level 4: Untouchable
Level 5: Nature's Attendants
Level 6: Impetus
Level 7: Nature's Attendants
Level 8: Enchant
Level 9: Enchant
Level 10: Enchant
Level 11: Impetus
Level 12: Untouchable
Level 13: Untouchable
Level 14: Untouchable
Level 15: Stats
Level 16: Impetus

Explanation: This is the most common build when it comes to jungling. You get Enchant first for obvious reason (You need creeps to tank other neutrals, gank side lanes, push towers), Nature's Attendants is very nifty when you have to dive towers, and a level of Untouchable is handy when you have to tank that neutral because your stupid creep died, or when you aggro ghouls or treants during a gank. Enchant is maxed second, because you'll most likely be underleveled mid game, and that slow is really needed by then.



The laning Enchantress

Level 1: Nature's Attendants
Level 2: Untouchable
Level 3: Nature's Attendants
Level 4: Untouchable
Level 5: Nature's Attendants
Level 6: Impetus
Level 7: Nature's Attendants
Level 8: Untouchable
Level 9: Untouchable
Level 10: Enchant
Level 11: Impetus
Level 12: Enchant
Level 13: Enchant
Level 14: Enchant
Level 15: Stats
Level 16: Impetus

Explanation: When it comes to laning, Enchant is a supbar spell, and Untouchable becomes much more attractive. Your heal is still maxed first, but Untouchable is maxed second, because being almost immune to creep aggro is invaluable in order to dominate a lane. Note that, at level 4-8-9, if you feel that you can already harass enough without taking further levels of Untouchable, you can skill Enchant or even Attributes bonus if against some annoying nuker.
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Rylai Skill Build

1:20 AM
Skill Build
Level 1 - Frost Bite
Level 2 - Brilliance Aura/Crystal Nova
Level 3 - Brilliance Aura
Level 4 - Crystal Nova/Brilliance Aura
Level 5 - Brilliance Aura
Level 6 - Freezing Field
Level 7 - Brilliance Aura
Level 8-10 - Frost Bite
Level 11 - Freezing Field
Level 12-14 - Crystal Nova
Level 15 - Attribute Bonus
Level 16 - Freezing Field
Level 17-25 - Attribute Bonuses

Justification: Frost Bite on level 1 is a no brainer, great disable and nice to harass with. After that Aura is maxed, it's simply her best skill. You should get one level of Crystal Nova for the slow though, it stays the same on all levels, then Bite is maxed, then Nova for the damage. Freezing Field whenever possible for some nice AoE.
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SyllaBear Skill Build

1:09 AM
Jungle

Level 1: Summon Spirit Bear
Level 2: Synergy
Level 3: Synergy
Level 4: Summon Spirit Bear
Level 5: Summon Spirit Bear
Level 6: True Form
Level 7: Summon Spirit Bear
Level 8-11: Rabid
level 12-13: Synergy
Level 14: True Form
Level 15-25: Stats (and True form at 16)

Laning (if you're forced to...)

Level 1: Summon Spirit Bear
Level 2: Synergy
Level 3: Summon Spirit Bear
Level 4: Rabid
Level 5: Summon Spirit Bear
Level 6: Synergy/True Form
Level 7: Summon Spirit Bear
Level 8: True Form/Rabid/Synergy
Level 9-11: Rabid/True Form
level 12-13: Synergy
Level 14: True Form
Level 15-25: Stats (and True form at 16)


Skill Build Explanation


Spirit Bear
Spirit bear is the main hero for 70% of the game since early as it will deal most of the damage in gank or battle. Spirit bear also has Entangle which is your primary disable/harass/escape mechanism and demolish which is very effective to easy last hit those towers for extra gold. Therefore Spirit bear must be maxed first. Not getting bear means you are just an average agi paper hero with no escape mechanism, no harassment power, no ganking advantage, terrible farm, and most importantly: no easy tower gold
(Spirit Bear's base movement speed is 345)

Synergy
Synergy is taken first to increase rabid duration, increase bear's damage for early jungle, and increasing Sylla's True Form HP. At level 3, I'd recommend taking Synergy first than Spirit Bear if you are jungling for the damage, or Bear first if you are laning so you can harass/return spam.

Rabid
After Synergy is level 2, max Rabid first since Rabid duration is already the same with its Cooldown and you can perma-cast it. It also affects both Sylla and the bear, therefore increasing Sylla's dps for faster jungling and the extra movement speed on Sylla is useful in ganking or outrunning ganks.

True Form
True form is very crucial for Sylla since it grants him a bunch of hit points for his paper HP. Even though you lose ranged attack, you will jungle anyway so it won't make a difference. Especially in competitive, having more survivability is much more important than ranged attack. Sylla's HP is ~700 at level 6 therefore he will die easily when ganked. With two level of Synergy, True Form level 1 grants 450 more HP or 23 STR, just like a free Messerschmidt's Axe. That is HUGE for early game, even centaur with Ultimate has lower HP than Sylla. Therefore with True Form on, you will have the chance to survive solo gank most of the time including the feared NA. As a plus, Sylla can benefit more from QB since he is melee. 
TIPS: Don't forget to re-turn on True Form whenever you level it up to benefit from the extra HP. 
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Yurnero Skill Build

1:04 AM
Skill build:
1. Bladefury
2. Stat Bonus
3. Bladefury
4. Stat Bonus
5. Bladefury
6. Omnislash
7. Bladefury
8. Stat Bonus
9. Stat Bonus
10. Blade dance
11. Omnislash
12. Blade dance
13. Blade dance
14. Blade dance
15. Healing ward
16. Omnislash
17. Healing ward
18. Healing ward
19. Healing ward
20. Stat Bonus
21. Stat Bonus
22. Stat Bonus
23. Stat Bonus
24. Stat Bonus
25. Stat Bonus

Skill build justification:

We max out bladefury first. Why? I think its pretty obvious...good damage for early game and mid game and an escape tool that grants you spell immnunity.

Stat Bonus...reaaaaally? Not crits? Yes, your damage isnt so significant early game so lets leave damage dealing to mid and late game. And as I mentioned before Jugg has mana problems and Stats will fix it up a little.
All after that is I think pretty obvious. 

But if you feel confident that you have enough mana without getting a lot of stats early on OR you just switched your treads to int then get skills earlier. Go for it. 
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Magina Skill Build

1:02 AM
 i have used this skill build and i assure u IT WORKS, we make anti max his shield and break first after one level of blink. Y max spell shield so early, cuz it is percentage based and keeps you up to level at all stages of the game and makes up for anti's sorry ass hp gain. It is greatly beneficial as todays game is very magic damage centered





Spell buildup can be altered as per the requirement but always have break maxed out first, blink and shiled is where you can put in your preference, but as a rule of thumb have blink at level one or 2 and another level should be taken before level 10.Below mentioned skillset is mostly used against a balanced team with a couple of carries, intellies and a tank 

Chase and kill magina build, better build to get more kills.




then ofcource start taking stats and get level 3 of your ulti.

The ANTI-Mage skill build

People love to take magina when the opponents have a lot of intellies, 3 or even 2. The upper build woud not be that efficient against 2+ spell spammers,




Even in this spell build we donot comprise on leveling the break, as that is your most wanted spell. we gave him more survivability against spell casters, remeber in this build you have a high cool down on your blink, so use it wisely


BLINK OR BREAK at level one
Blink is normally taken at hero level one, I some times take break instead of blink at hero level it gives you imba damage and a kill is possible with a good support, taking break or blink at level one is totally ur choice
+ if you have a disbler or stunner lane partner use your break to the best effect and experiment with break at level one a good spell build up should have 3 levels of break at hero level 5



Blink or spell shield,

Depends on your opponents and your team mates.
if you have good support and your job becomes to finish off the fleeing heroes then keep on upgrading your blink to chase
if the other team has a lot of inteli heroes or spell spammers, like zues and leshrac, then take and upgrade your spell shield after taking one level of blink, upgrade blink after break and shield. IF YOU LEAVE BLINK TO BE MAXED LATER THEN YOU WOULD BE GIVING UP YOUR CHASING ABILITY, CHOOSE WISELY. most players keep a level 2 blink and upgrade it after maxing the spell shield. Advanced players max blink before maxing shield
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