Hero Builds
Posted: December 24th, 2013, 6:11 pm
This is a list of heroes and the skills I've invested by the time they're level 39 (17 skill points). My general strategy is to get one point in all skills by level 7, unless noted otherwise. I usually then focus on only two skills and the ultimate at Level 15. For skills that have the same levels invested in them, the order indicates what I would prioritize next. This list does not account for getting extra skill points.
Comments are in curly braces, {}. The comment after the hero name is my general item suggestions.
Hero names preceded with a “?” means I don't have a lot of experience playing them.
This has been up-to-date with version 1.17b2.
Changelog
9/22/14
Updated to 1.17b2.
2/18/2014
Elven Battalion
Aeromancess/Aero:
{Survivability and Int/Evoc}
Arcane Archer/AA:
{Survivability, Int/Evoc, Mana Regen}
Put 4 points into Familiar only if the other team lacks good AoE and to get roots. Favor it over Mass Haste.}
?Blazing Priest/BP:
{Survivability, Str, and Attack damage}
{Survivability and Int/Evoc}
Infiltrator/Inf:
{Dryad's Gift, Temporal Buckler, Nets, Attack Damage, Agi}
?Mystic Swashbuckler/Swashy:
{Int, Agi, and Attack damage}
?Rune Knight/RK:
{Int and Attack Damage}
{Survivability and Int/Evoc}
Tactician/Tact:
{Attack damage and Talisman for buff overwriting}
{Mana regen, Attack damage, and Int}
United Creeps
?Acid Reaver/Bane:
{Str/Evoc and Mana regen}
Arboreal Crusader/AC/Dryad:
{Survivability, Mana Regen, and Int/Evoc}
{Attack damage and Agi/Int}
Another build could work with Haunt being invested in if your team is siege-oriented. Choose it over Necrotic Shot or IB depending on how defensive the other team plays}
?Colossus/Gravel:
{Mana Regen, Str, and Attack damage}
Once you grab the Enrage mana talent, you shouldn't need to have mana regen items anymore.}
?Crest Witch/Murloc:
{Survivability and Int/Evoc}
Dread Shaman/DS:
{Survivability, Int, Mana Regen, Attack Damage}
?Elder Treant/Tree:
{Survivability and Attack Damage}
Grim Hag/Harpy:
{Mana Ward, Attack Damage, and Agi}
{Survivability and Int/Evoc}
?Master of the Hunt/Fenny:
{Helm of Champions, Attack damage, Str, and Agi}
{Mana Regen, Survivability, and Int/Evoc}
Grim Brigade
?Ascendant/Garg:
{Mana Ward, Attack Speed, and Str}
{Mana Regen and Str}
{Survivability and Int}
{Str/Evoc, Mana Regen, and Attack Damage}
{Agi/Int and Tiara}
High Oracle/Oracle:
{Int}
Incarnation/Lich:
{Raider's Orb, Int/Evoc, and Attack Damage}
Invest in Bonestorm or Dark Altar over Gravebind if combat seems to be more macro-oriented}
Nephilim/Neph:
{Orb of Falling Ash, Survivability and Str/Int}
?Putrid Eidolon/Eido:
{Survivability and Int}
{Attack Damage and Str/Survivability}
Fel Horde
?Crimson Squall/CS:
{Glacial Wall, Attack damage}
{Mana regen, Int/Str}
{Attack Damage}
?Blackguard/Dwarf:
{Attack damage and Str}
{Str/Int and Attack Damage}
{Survivability and Int/Evoc}
?Wretched Chef/Tony
{Mana Regen and Str}
Comments are in curly braces, {}. The comment after the hero name is my general item suggestions.
Hero names preceded with a “?” means I don't have a lot of experience playing them.
This has been up-to-date with version 1.17b2.
Changelog
9/22/14
Updated to 1.17b2.
2/18/2014
- Changed AA, Swash, Tact, TC, Defiler, Lich
- Other minor changes that involve switching skill order
- Scattered more comments around
Elven Battalion
Aeromancess/Aero:
{Survivability and Int/Evoc}
- Tempest = 6
- Hold Person = 6
- Mana Storm = 3
- Maelstrom = 1
- Soar = 1 {possibly best one-point skill in EotA, favor over getting Maelstrom as a one point}
Arcane Archer/AA:
{Survivability, Int/Evoc, Mana Regen}
- Meteor Swarm = 6
- Mass Haste = 6
- Ice Wall = 3 {0 if Candle}
- Ethereal Heal = 2 {5 if Candle}
Put 4 points into Familiar only if the other team lacks good AoE and to get roots. Favor it over Mass Haste.}
?Blazing Priest/BP:
{Survivability, Str, and Attack damage}
- Skeletons = 0 (6 if Stormwail or Gloom)
- Chasten = 6 (1 if Stormwail or Gloom)
- Healing Fire = 6
- Firestorm = 3
- Kindle Faith = 2 (1 if Stormwail or Gloom)
{Survivability and Int/Evoc}
- Holy Strike = 6
- Empower = 6 {later on, it makes DW's auto attack scary}
- Vengeance = 3
- Energy Drain = 1
- Stun Rune = 1 {great one-point skill}
Infiltrator/Inf:
{Dryad's Gift, Temporal Buckler, Nets, Attack Damage, Agi}
- Attack of Opportunity = 6
- Explosives = 6
- Sabotage = 3
- Smoke Cloud = 1
- Blink = 1 {only one point}
?Mystic Swashbuckler/Swashy:
{Int, Agi, and Attack damage}
- Demoralizing Blow = 6
- Dash = 6
- Keen Blade = 3 {makes his attack damage scarier}
- Mockery = 1 {Scaling against heroes isn't that great though it can be very useful as a CC against normal units}
- Pilfer = 1 {Scaling is rather horrid in my opinion and you won't necessarily get the good items}
?Rune Knight/RK:
{Int and Attack Damage}
- Catapult Sigil = 6
- Shield = 6
- Grand Rune = 3
- Hazard Slash = 2
{Survivability and Int/Evoc}
- Incinerate = 6
- Decoy = 6 {having the decoy be able to cast Entrap Souls helps a lot early-game to get mana} {can leave behind to destroy a base with Incinerate while going somewhere else}
- Throw Corpses = 3
- Mend = 2
Tactician/Tact:
{Attack damage and Talisman for buff overwriting}
- Neutralize = 6 {has a rather long delay, but also a long cast range so it's useful against unaware players. Scaling is great for the increase in AoE}
- Blast Arrow = 6 {rather good way to get enemies stuck; just be aware of the delay}
- Promote = 3
- Banner = 1
- Flank = 1
{Mana regen, Attack damage, and Int}
- Echo Strike = 6 {note level 6 echo duration lasts long enough to get triggered by Degen's damage} {Forks are better at using this than Degen}
- Rapid Heal = 6
- Fork = 3 (1 if the other team is good at killing Forks)
- Ebb and Flow = 2 (4 if the other team is good at killing Forks)
United Creeps
?Acid Reaver/Bane:
{Str/Evoc and Mana regen}
- Breath = 6
- Charge = 6 {Stun scaling is pretty useful.}
- Acid Rain = 3
- Acid Sheath = 1
- Impale = 1 {Range gets longer even without further investment in the skill} {In chasing an enemy hero, it's easier to land a stun by innate or Charge and then Impale before the stun disappears}
Arboreal Crusader/AC/Dryad:
{Survivability, Mana Regen, and Int/Evoc}
- Gale = 6 {Combined with Geomancy movespeed + Wisp makes it hard for an enemy to escape}
- Geomancy = 6 {mainly for Stoneskin, movespeed, and water elementals. Do not invest more in it if it starts snowing.}
- Wisp = 3
- Cure Wounds = 1
- Tangleweed = 1 {facing an enemy hero, cast behind AC; else cast on creep waves}
{Attack damage and Agi/Int}
- Infernal Binding = 6 {Strong hero nuke early-game}
- Necrotic Shot = 6
- Wail = 3
- Mind Fog = 1 {remember this counters certain spells like Corona}
- Haunt = 1 {Talent and a hold can make the damage skyrocket even at Level 1}
Another build could work with Haunt being invested in if your team is siege-oriented. Choose it over Necrotic Shot or IB depending on how defensive the other team plays}
?Colossus/Gravel:
{Mana Regen, Str, and Attack damage}
- Rockslide = 6 {Use while sieging}
- Smash = 6 {the slow is very disjointed and large}
- Heart of the Mountain = 3 {Get healing talent as soon as possible.}
- Enrage = 1 {mindlessly spamming with the mana talent seems to work well for infinite mana}
- Golem Stampede = 1 {Only spend more points if you're impatient to have the duration be shorter, otherwise stay away since it's scaling is horrid.}
Once you grab the Enrage mana talent, you shouldn't need to have mana regen items anymore.}
?Crest Witch/Murloc:
{Survivability and Int/Evoc}
- Rogue Wave = 6 {cast against a line of units to make better use of its effect}
- Coral Sanctum = 6
- Drown = 3
- Murloc Rampage = 1 {could be taken as a one point early-game since it's more overwhelming then}
- Tidal Curse = 1 {Seems like level 1 is just as annoying as level 6 even if it deals less damage. The scaling for the murlocs don't really matter since they tend to die quickly.}
Dread Shaman/DS:
{Survivability, Int, Mana Regen, Attack Damage}
- Totems = 6 {only one that won't get much use is probably shadow. Dispel is very useful when innate is activated}
- Mass Healing = 6
- Twist of Fate = 3 {pretty easy to keep a hero stuck in this longer by using expunge, cyclone totem, and slow totem}
- Expunge = 2
?Elder Treant/Tree:
{Survivability and Attack Damage}
- Tree Hug = 6
- Tree Curse = 6 {great at making enemy towers useless} {Try to lower the need to spam this since it does have a rather high mana cost and long duration.}
- Tree Revival = 3
- Tree of all Trees = 2 {You're basically set if you just use this for pixies. The only other notable effect is the slow aura.}
Grim Hag/Harpy:
{Mana Ward, Attack Damage, and Agi}
- Swoop = 6 {A mapwide cast is the best way to take advantage of this especially in Storm. You might have to right-click spam on a target for it to hit sometimes though.}
- Blade Rain = 6
- Chaos Rift = 3
- Killing Fields = 1
- Featherfall = 1 {Careful spamming can make this skill deadly}
{Survivability and Int/Evoc}
- Ice Lance = 6 {Make use of the knockback talent both offensively and defensively.}
- Frost Spire = 6
- Blizzard = 3
- Glaciate = 1 {great to get rid of debuffs from IS}
- Brain Freeze = 1 {great utility in interrupt/silence}
?Master of the Hunt/Fenny:
{Helm of Champions, Attack damage, Str, and Agi}
- Lunge = 6
- Hamstring = 6
- Furor = 3
- Dream Run = 1
- Dire Howl = 1
{Mana Regen, Survivability, and Int/Evoc}
- Smite = 6
- Life Wave = 6 {3 if Stormwail or in need of a disable}
- Retribution = 1 {Use to relieve pressure on you especially if you get ganked.}
- Penance = 3 {6 if Stormwail or in need of a disable}
- Indignation = 1 {one point is great for restoring mana on attacks. Notice that it doesn't scale that well.}
Grim Brigade
?Ascendant/Garg:
{Mana Ward, Attack Speed, and Str}
- Stonegaze = 6 {since this can be hard to land by itself, I usually start with Terra Smash, then Ravenous Dive, and then cast it on the enemy hero}
- Terra Smash = 6
- Red Thunder = 3
- Abberate = 1 {Might be taken earlier to overwhelm early on.}
- Ravenous Dive = 1 {can interrupt heroes even if they can't be picked up}
{Mana Regen and Str}
- Maw of Death = 6
- Brainlust = 6 {ridiculous scaling}
- Riptide = 3 {don't bother using this against main halls since it won't damage them. You must get the talent to make this scary against heroes.}
- Miasma = 1
- Anchor = 1 {really annoying as a one-point skill}
{Survivability and Int}
- Exhaustion = 6 {1 if enemy team seems to dispel}
- Pestilence = 1 {6 if enemy team dispels}
- Vile Infusion = 6
- Flesh-Eating Cloud = 3
- Blight = 1 {I might invest in this earlier if I can get crystal for the mana talent}
{Str/Evoc, Mana Regen, and Attack Damage}
- Pyroclasm = 6
- Cinderfury = 6 {The best use for this seems to be nuking an enemy hero with that long range, though the self-heal gives Ember more staying power. Don't bother throwing it against creeps.}
- Corona = 1
- Slag Spray = 3 {Grabbing it early as a one point can still be beneficial since a 25% slow is nothing to scoff at.}
- Erupt = 1 {mostly because of talent}
{Agi/Int and Tiara}
- Whirl = 6 {hit-and-run for clearing creep waves, great Agi Boost}
- Ion Surge = 6
- Streak = 3 {allows hit-and-run tactics}
- Thunderstrike = 1 {necessary one-point early-game for PKing}
- Polarize = 1 {invested early} {more to just be a nuisance against enemy heroes rather than to clear out waves}
High Oracle/Oracle:
{Int}
- Mindstab = 6
- Ki Blitz = 6
- Geyser = 3
- Zen Archery = 2 {Should invest once early on to get an interrupt/panic button}
Incarnation/Lich:
{Raider's Orb, Int/Evoc, and Attack Damage}
- Rend Soul = 6
- Gravebind = 6
- Moratorium = 4 {Use sparingly to save allies or mess with the enemy.}
- Dark Altar = 1
Invest in Bonestorm or Dark Altar over Gravebind if combat seems to be more macro-oriented}
Nephilim/Neph:
{Orb of Falling Ash, Survivability and Str/Int}
- Living Longer
- Blood = 6
- War = 6
- Power = 3
- Fire = 1
- Shadow = 1
OR
Nuke and Gets Nuked - Shadow = 6
- Fire = 6
- Power = 3
- War = 1
- Blood = 1
?Putrid Eidolon/Eido:
{Survivability and Int}
- Wilting = 6
- Shield = 6
- Rotting Tree = 3 {1 if unable to siege well}
- Spore Cloud = 1 {great one point.}
- Seed = 1 {3 if unable to siege well}
{Attack Damage and Str/Survivability}
- Mortal Strike = 6
- Guard = 6
- Auras = 4
- Despair = 1
Fel Horde
?Crimson Squall/CS:
{Glacial Wall, Attack damage}
- Dominant Blow = 6
- Surge = 6
- Overwhelm = 3
- Crash = 1
- Duel = 1 {can be useful in defending. Scaling is not too significant.}
{Mana regen, Int/Str}
- Arctic Cataclysm = 6
- Ice Shield = 6
- Deep Freeze = 3
- Shatter = 1
- Ice Trap = 1
{Attack Damage}
- Mesmerize = 6
- Maiden Strike = 6
- Fluster = 3
- Soulmate = 1 {may be taken earlier as one-point to give infinite mana to allies.}
- Embrace = 1 {avoid using when enemy heroes are present unless they can't interrupt it}
?Blackguard/Dwarf:
{Attack damage and Str}
- Shadowclap = 6
- Doom Hammer = 6
- Shadowstride = 3
- Unwilling Sacrifice = 1
- Life Drain = 1 {best to use this when you can heal from Unwilling Sacrifice}
{Str/Int and Attack Damage}
- Phoenix Strike = 6 {beware of creeps blocking this}
- Inferno = 6
- Mindburst = 3 {best used when enemy is running away. Would only bother with this against unaware players or AI.}
- Shield = 1
- Dash = 1
{Survivability and Int/Evoc}
- Tether = 6 {Innate is useful to chase enemy heroes with Tether active.}
- Snowblast = 6 {best use seems to be spamming right-click against enemy heroes}
- Storm = 3 {usually used against a fleeing enemy hero with Tether active}
- Twister = 1 {2 if healing is easy to access.}
- Healing Rain = 1 {0 if healing is easy to access.}
?Wretched Chef/Tony
{Mana Regen and Str}
- Slice = 6
- Feast = 6
- Potluck = 3
- Chili = 1 {will help give lane control early on as a one-point}
- Nausea = 1 {useful one-point against enemy heroes}