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    HoN Basics & Fundamentals

    This is not my guide. However, I believe it would be of a lot of use in here. Some people might want to start playing the game and should definitely read this.

    Table of Contents
    1.0 Picking
    1.1 Bans
    1.2 The Picks
    1.3 The Cookie Cutter
    1.4 Special Strategies
    1.5 Trilanes
    1.6 Dual Lane Mid
    2.0 The Lanes
    2.1 Individual Roles
    2.2 Lane Presence
    2.3 Styles of Laning
    2.4 Conversion to Mid-game
    3.0 Team fights
    3.1 Battleground
    3.2 The Hit List
    3.3 Forcing Team fights
    4.0 Tricks, Jukes and Fun Things
    4.1 Juking
    10.0 Misc
    10.1 Items
    10.2 Warding
    10.3 EHP
    10.4 Final Words
    10.5 Update log
    10.6 ???
    10.7 F.A.Q.

    1.0 Picking
    Like it or not, picking is one of the most important parts of the game. Most high level clan scrims are decided at the picking screen. This is no different in LN in-houses or pubs alike. There are several things that one must keep in mind a few things when it comes to picking, and the most important would be team synergy. It is generally a good idea to plan a few lineups prior to the game. However, going in empty handed means that you must decide on a lineup as soon as possible, or suffer through bad lanes, or a team with bad synergy.

    1.1 Ban
    There are several things to keep in mind when deciding on the bans. Assuming that you have a lineup that you wanted to run, the bans would be dedicated to those who counter the lineup. For example, if you wanted to run a push strat, you should ban the hard-core turtling heroes: Kraken, Behemoth, etc. etc. However, also keep in mind that in many cases, the bans may give away your picks, so be subtle so that the opposing team cannot ban your lineup, so if there's three heroes on your ban list, IE Behemoth, Kraken and Kotf, ask yourself: which one is the most generic, and which is the most rare. So, your ban list should be either: Behemoth > Kraken > Kotf, or Behemoth > Kotf > Kraken. If Kraken was banned first, that may tip off your enemy that you are running a push strat. A second example is that if you are running a int -magic armour lineup (Blacksmith + Hellbinrger) Then ban Chipper and Magebane (Because of his flash armour) The final example is a tempest strat. In this case, you would ban/pick Vindicator, Pharaoh, Hellbringer, and maybe Chipper.

    If I go in empty handed, a personal habit kicks in. I like to ban heroes that has a very large impact on early game and mid-game; heroes such as Vindicator, Electrician and Succubus, as they leave great impression on the laning phase, which may leave a lane under levelled and under farmed, and in my experience, lower level games just cannot deal with a simple vindicator in the laning phase unless they have a spammable nuke.
    Don't forget about the current OP heroes, as they will have an even bigger impact on early-mid game. As of this patch, I'm talking about Engineer and Nymphora T.T

    1.2 Picks
    There are two scenarios of the picking phase. Either you have first pick, or you don't. One is not significantly better than the other, but each has their own advantages. If you are picking first, then you have the all important First Pick, meaning that you have the choice to pick the best hero left that is unbanned, IE Demented Shaman, Hellbringer, etc. etc. However, if you got the second pick, that means that you have the all important Last pick, a pick that they cannot counter and will have a really easy time early game. This is why whenever in a scrim Nighthound is picked, he is usually the last hero picked. If he is on the team with the first pick, he still can be countered with the last pick. However, if he is on the team that did not have the first pick, there is no way (at least in BD or BP mode) That a counter can be picked.

    1.3 The Cookie Cutter Build
    A very general lineup that consists of dual stun in the long lane, a hard carry + babysitter in the short lane, and a semi-carry or a ganker soloing mid. Its a lineup that usually gets the job done, however, this is a very predictable lineup that may result in being counter-picked.

    1.4 Special Strategies / Lineups
    There are many specialize lineups in hon, a few will be listed in this section

    The Pushing Lineup
    Picks are purely heavy duty pushers or healers, as many would already know. The disadvantage to this lineup is that its very easy to spot in the pick/ban phase and can be countered, and that like most team-wide strategy, your lanes will suffer early game, certain times to the extent of a feed fest.

    The Roaming Lineup
    Consists of 2 solos, a roamer and usually a kill lane. The roamer has a presence in the entire map whenever he is missing, a presence so strong that it forces your enemy in 2-3 lanes to back up and play super safe. The typical roamer is Andromeda, Behemoth, Slither, because once mid-late game arrives, its their job to initiate and suicide, dealing as much damage as possible before their under-farmed hero dies. For andro, this would simply be swapping the enemy carry into a deathtrap, for behemoth it is simply initiating, and for slither, its simply ulting and sneezing. A Swan Song if you will. (Detail guide on the roamer will be posted later or below)

    The Turtling Lineup
    Involves a hard carry, a decent support and 1-2 turtle heroes. The goal is to drag the game on as long as possible, allowing your hard carry to farm enough to ravage through the entire map. This strategy is countered by push-strategies, and multiple lanes pushing in at the same time.

    AoE Team fight
    A team that focuses on excelling in team fights due to massive AoE cluster**** ultimates and or abilities. It would be rare to build the perfect AoE team in Banning Pick games, because most likely key heroes will be banned, or picked by other players. An example of the AoE Team would be: Defiler mid, Behemoth Soul reaper in the short lane, and Magmus Engineer in the long lane. This lineup depends on having a long reach, this means that portal key initiation is the key to making this work. The more portal keys the better. Nothing says AoE Cluster**** more than 5 heroes blinking and ulting at the same time.

    The Healer Lineup
    D-sham, Soul Reaper, Accursed, Jerizah, and others that I probably forgot. The idea of the heal lineup is to up-the survivability in your team in team fights, thus allowing your team to survive burst damage, and to out-last the opposition. A specific trait of the healer lineup is that even though this is a team strat, lanes generally do not suffer as much, as heals are effective throughout the game, however wanes towards the late late game.*

    The Negative Magic Armour Lineup
    Core: Hellbringer, Blacksmith and Puppet Master (with a Harkon.) The general purpose is clear. A strong lane, a good carry that does massive damage when combined with debuffs

    and my personal favourite: The "For The Dream" lineup
    Figure it out (for the dota players)*

    2.0 The Lanes
    Mind games. It is just mind games. Choosing lanes has the two objectives: Make your life easier, and make their life harder. With that in mind, as a captain, you must first take your best guess as to what your opponent's lanes are, and then set your lanes accordingly for that to happen. The general take is to have your carry farming in the short lane, along with someone to keep him alive, and to have two heroes that are especially strong in the early game to prevent their carry from farming. Note that no one can guess the lanes perfectly, for example, take the cookie cutter build posted above. The lanes could easily be set up as babysitter + carry in the middle (2v1 is easier and ensures farm,) the strongest solo on the short lane and the dual stun on the bottom.

    2.1 Individual Roles
    Simple enough to memorize but here are the general roles and their job

    Mid-solo
    The middle lane is sort of a wild card, because it allows for a single person (in most cases) to receive solo experience and gold. Also, mid-lane is significantly harder to gank, and has access to both runes, and access to gank both side lanes. However, keep in mind that the solo mid is not bound by an unwritten law to gank, it is just significantly easier for him to do so. The mid solo can either choose to gank, or rice. I personally dislike ganking as the mid solo, because ganks are not 100% successful and that in the event that it is unsuccessful, the opposing solo-mid will have an edge over you (more farm and exp.) A common question I've often been seen is "When should I go for the runes" Because in the event that I do, I'm missing out on experience and gold" My personal response to this is to examine your current condition. Is the opposing player rune hoarding or very dependant on the rune (hag or soul stealer.) If you answered yes, you should go for the rune. In the event that their mid is significantly better at moving to the runes (IE hag,) you should 50-50 the chances. Move to a rune spot at roughly X:50 (may vary) so that you have a 50% chance of receiving the next rune. The next question to ask yourself is: Am I losing this lane because I am countered, or out skilled? If this is the case, definitely go for the runes. You are already losing, and your only hope is for the rune gods to shine down on you, giving you the advantage you need to get back into the game. This goes for the same in ganking. If you are losing the lane, the option to gank appears to be more appealing.

    Hard Carry
    If you are not farming at any given time, YOUR DOING IT WRONG! The idea of the hard carry is to farm as much as possible so you can (almost) single handedly roll the opponent team. However, Hard carries are relatively weak until the late game, and must depend on the team to effectively turtle and "4v5" the opponents till you are farmed. Hard carries includes: Dark Lady, Scout, Wildsoul, etc. etc. Note that hard carries should avoid ganking, and farm. A gank give on average 250g to you (Assuming it does not fail) and takes 250g away from the ganked. That's 500g to the advantage of your team. However, 500g is simply ~2 waves of creeps, and eating ~2 waves of creeps puts you 500g above everyone, not 500g above the ganked and 250g above other enemies. As a hard carry, kill steal as much as possible. You need the farm more than anyone else.

    Carry and Semi-carry
    You excel towards mid-game and late game, however you are out shined by hard carries in the late game. Heroes such as Soul Stealer, Soul Reaper, Valkyrie, etc. Feel free to gank throughout the game, as opposed to the hard carries who should farm. The best case scenario is to end the game at the mid-game phase, where you are a force to be reckoned with.

    Babysitter/Support
    Let the carry farm. Give him every single creep kill possible, though feel free to kill the ones that the carry will most likely miss. Your job is to make the carry's life easier, via harassing, and giving him the support he needs. As a support, ([support are] possibly the hardest role to master) Your other objectives are to keep wards up, buy and upgrade the couriers, and to play very very safe once early game is over. Wards have a lifespan of 6 minutes. Do not let your team to play blind for even 15 seconds. With that said, remember to also counter-ward in the mid and late game. Keeping your opponents blind gives your team a huge advantage. Couriers should be upgraded with the first 200g you receive, at no later than 2:30 minutes into the game. The next 135g that you receive should be put into a homecoming stone. That TP could very easily allow you to escape a gank, and to save your allies/assist with kills in counterganks. In team fights, because of your ability to die within 3 hits, is to stay as far from the battle as possible, popping in to use your spells on the closest ally/enemy and head back, until a clear winner is seen from the clash. A Glacius babysitter should NOT run into the midst of the team fight and ult. (unless you are ludicrously fed with bkb/pkey etc. but you shouldn't be ludicrously fed in the first place) Remember to get your spells off either as soon as possible or at the right time. For example. Dsham ults AS SOON AS POSSIBLE! THAT ONE SECOND MAKES A HUGE DIFFERENCE! Pop your heals as soon as its off cool down, same with entangle and arcane hide. Certain abilities needs to be timed, for example a hellbringer, who's job may be to disrupt tempest ults, and behemoth, to initiate on clusters of enemies.

    Remember that supports DO NEED FARM! It may slow down your carry's lifetube or bottle or whatever by a wave or two, but do NOT be caught with being level 9 at 30 minutes in. It is a painful experience. You should also learn to jungle with specific heroes, such has Glacius, who has a 10 second disable dealing massive damage to any neutrals, and voodoo with his meat-grinder cask.

    Roamer
    The roamer has a very specific attribute. Whenever you are not seen by the opposite team, you have a global presence (More on this in the next part.) Your job is to gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank gank. Well, you get the idea. Having a roamer means that you will have two solo lanes. Your duty is to make at least two of those lanes winning lanes, by roaming around and ganking. Generally, the secondary solo will be in your own short lane, and geographically speaking, as legion, you should be ganking top and mid lane, while as hellbourne, mid and bottom lane. There are right ways and wrong ways to approach a target, and these pictures should help with that. Note that roamers can and should carry tp's early on to gank the third lane, and for mobility in general, should you have the money from successful ganks.

    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/HBRoam.jpg[/IMG]

    Unless its night, always approach the legion target from this direction, the other direction (from top rune) will force you into enemy vision. This is the best way to approach the target. Keep in mind that if the hero along with the creeps are in the river (no uphill vision) then it is the perfect opportunity to gank. You will be in the tower vision for a mere second before blasting and killing him.

    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/LegionRoam.jpg[/IMG]

    This is for ganking the hellbourne target. Same thing applies.

    The most important items for a roamer to have are
    A few manapotions
    WARDS OF SIGHT! YOUR THE WARD*****! GET USED TO IT!

    Your first item should then be boots, then counterwards/bottle. As a roamer, you have partial rune control. Whenever you are "MIA," To your opponents you are in every unknown corners of the map. If they do not fear you, gank them. Remember to focus on two lanes. If a gank is needed by the third, use a homecoming stone. Getting your ass around the entire map is time consuming. Lastly, plant your wards so that you can at least have an educated guess as to where your opponent's wards are, then counterward or avoid that path.

    2.2 Lane Presence
    Every hero in the game has a presence within the game, (duh) and it is an indicator of how passive or aggressive that you must play. For example, at the start of the game, Keeper of the Forest probably has the lowest presence, as he cannot easily harass, nor does he have a disable. On the opposite end, an example of someone with a high lane presence would be hellbringer, plague, electrician etc. Think of lane presence as an AoE around the hero, with the greater lane presence corresponding to a bigger AoE, which i shall label AoP as Area of Presence. AoP is subjected to change, for example a thunderbringer hitting level 6 would have a tremendous presence that is map wide. This is the same for sandwraith. This is also the case for heroes that get significantly strong mid-game, such as pebbles, maliken, voodoo jester, etc.

    How does one judge the AoP of a hero? Simple! Ask yourself these questions:

    Does the hero have a long range?
    Does he have a good base damage?
    Does he have a good disable?
    Does he have burst damage?
    Do the hero synergize with his lane partner in a special way?

    Assess both your lane, and the enemy lane. Whomever has more of the quality stated above should be playing aggressive (Note that the qualities are weighted, so having a long range isn't as dangerous has having a long stun.)

    Picture each of the heroes with a AoP, and know that whenever you are in an enemy's AoP, you are in potential danger. If you are in the AoP of both opposing hero, you should gtfo asap.

    Example picture of AoP


    Note: If you stand in both AoP, you will take TERRIBLE TERRIBLE DAMAGE


    Keep in mind is the player experience. If that pyro mag combo are playing super passive, you know that their AoP (even though did not change) is less effective, as they are afraid to act. Use intimidation to your advantage.

    During laning, AoP is used mainly to see if you, or your opponents are over-extending themselves, IE towerdiving with a very small AoP, or separating themselves so that they are too far to support each other. Take advantages of such situations, and a kill will surely be netted.

    AoP is also an important tool to assess team fight situations. AoP is GREATLY INCREASED if your opponent has an initiator, such as Andromeda, Sand Wraith or Kraken; or a AoE stunner with a Portal Key like pesti or hammerstorm.

    2.3 Styles of Laning
    There are three mainstreams of styles when it comes to laning: Defensive, Passive and Aggressive.

    Passive
    By far the worst style to have, is the passive style. Being passive means that you barely pressure your opponent, and rarely do you attempt to plan an assassination attempt with your lane mate, or by yourself. In other words, you are tunnel visioning the creeps, neglecting to do any thinking as to who should win the lane, and which effective laning style you should take. Refer to 2.2 to see which style of play you should take.

    Defensive
    The Defensive position is one that you would rather not be in. The mere fact that you are playing defence, means that you have a inferior lane or hero match up as a solo. Being defensive means to value survivability over farming; this means to avoid enemy AoP as much as you possibly can, only ck near tower, and look for openings should you have a chance to heavily cripple enemy aggression. It is unadvised to stay in the defensive lane. Things that you can do to get out of the defensive position is to ask the solo or roamer to gank on the lane, swap the lane, or buy items that greatly enhances survivability so that you can have your retribution once the time comes, rather than feeding kills. REMEMBER: THE BIGGEST WASTE OF GOLD IS DYING! Not only are you losing gold, but you are wasting time for farming, not to mention the cost of TP. A special note about being defensive is that you will NEED to use the courier to ferry over hp pots and mana pots so that you would not be burst down. Against a early aggression lane such as vindicator or slither. Without the ferry trips, once you have you own nuke, disable or dps skills, you would lack hp and or mana to play aggressive or even go for the kill. The courier helps, so that you can get that sweet kill on that pesky vindicator who purchased 12 mana potions off the bat >.>

    Special note that while being defensive, you can "pull" the creeps by right clicking on a nearby enemy hero, and thus dragging the creeps to attack you; an action that is followed by you moving closer to your tower, thus allowing for safer Cking.
    Question:
    "But by tugging the creeps, there is a window of time where enemy creeps do not attack your creeps. Won't this push the lane and make it harder for you to tower hug?"
    Answer:
    Not always, as most of the time you tug, it will drag 1-2 of the melee creeps to attack your ranged creep. Because the ranged creep has higher dps than the melee creep and lower hp, it will die very fast, and your creeps lose a significant source of dps, maintaining the stability of the lane. If you are troubled, feel free to attack your own ranged creep as soon as it allows you. This insures that the lane gets pushed towards your tower.

    Offensive
    The Offensive position, the position that greatly favours you. Whether you outpicked the other team, or just plainly outskill. The offensive position allows for you to ck freely, and even squeeze in a few kills here or there. Abuse your offensive position for as long as you possibly can. Whenever an enemy is out of position, and that you can get them in your AoP, go for it. Even if it does not kill them, it will force them to stand in a position that is barely in exp range. In this position, you can scare them even more, by standing BETWEEN the fighting creeps and the opposition. This will force them OUT of exp range, and seriously hinder their dominance in mid-game or late game. Remember, having the offensive position requires the mana and hp to keep up your aggression. Do not hesitate to ferry over regen items to keep this up. Nothing is worse than a pyro/mag combo that does not run out of mana.
    Note that if you are a solo in a 1v1 situation, and also being on the offensive side, this allows you to stand closer to the creeps than your opponent (assuming your both ranged.) Do not take this lightly, as this means that you have a much higher chance to last hit a creep than your opponent. The mechanics behind the statement is this: Being closer to the creeps, allows you to undercut your opponent's projectile (Unless he is CD, or Engineer) This allows you to judge if they projectile will deal the killing blow, and react in the correct manner, not to mention the fact that you do not need your timing to be as tight to last hit.


    A tidbit on last hitting against a tower:
    Ranged creeps require 3 tower hits to kill, OR 2 tower hits and 2 hero hits. This means that if a ranged creep is alone vs a tower, you should hit it once, and after 2 shots from the tower has landed, secure the CK.
    Similarly, Catapults requires 3 or 4 hits to be killed by a tower. In the event that the third hit does not kill the catapult, it will have roughly 1-20 hp left, a easy last hit for you depending on how generous RNG is.

    2.4 Conversion to Mid game
    No one can pinpoint the exact moment when the game shifts from early game into mid game, however any semi-experienced player knows when mid game arrived. What does this mean you ask? It means that some heroes see a sudden spike to their dps, or usefulness, and that certain heroes will start to roam around and gank. Mid game means for carries to farm more carefully; for warding positions to be slightly changed if needed, and for gankers to gank the opposing carries. It is in this part of the game that babysitters and supports should leave carries to solo farm while going around the map to help out other team members.

    3.0 Teamfights
    One of the most important aspects of the game. Even though this may seem like a very small subject, I assure you that there are regulations in team fights.

    3.1 Battleground
    Teamfights can happen anywhere on the map, and the location has much to do with the outcome of the battle. Vision is the first important factor, as provides detail vital to initiation, not to mention enemy positioning, and the location of the oh-so-buffed carry or other VIP's that must be eliminated ASAP. Knowing the positioning of the enemy while concealing your own gives you the element of surprise, and the ability to initiate.
    The battleground itself is also of significance. If possible, do not fight when your team is forced into a clustered area, nor should you fight an uphill battle. The uphill miss percentage alone is enough to turn the tide of a close team fight. Obvious areas of where your team should not get caught are Kongor's Lair, and the ramp towards the enemy base (Right in front of Raxes)

    3.2 The Hit List
    "Who should we focus first," people will tell you to focus the carry first. This is not 100% correct, though it is in most cases. Certainly once opposing carries are dead, the fight shifts to your favour, however, you must keep in mind that your opponent will have a similar mindset. Remember that carries can be dealt with by pure burst damage, or continuous CC. If your opponents have squishy hard disables, or someone who can disrupt your team's coordination (IE Vindicator, Witch Slayer, Succubus, Tempest etc) it may be best to burst them down, and disable the carry with non-ultimate spells. Again, each scenario calls for its own hit list and priority.

    3.3 Forcing Teamfights
    Should you have an early game oriented team, or a push team, you will inevitably have to force teamfights, or suffer defeat at lategame due to that oh-so-farmed carry Vs. Your semi-carry slither. There are many ways to force teamfights, with the dimpliest being ganking the carry, and force TP counterganks, and pushing towers. Early game teams benefit a lot from the tower gold, as it gives them a significant advantage in mid-late game phase. Someone (read as "You") Will have to take the initiative to organize your team, and call for such ganks and pushes in order to shift the game in your favour. When you force a team fight, there are usually three possibilities.

    #1 5v5 Teamfight at enemy tower.
    This is the worse of the two, as the tower damage makes up for the difference in the hero picks. However, if you have heroes with great pushing abilities such as engineer and defiler, your abilities make tower presence a mere inconvenience. Mind you that when this cold-war'ish scenario occurs, no one gets farm. Not your semi item-independent team, nor does the enemy carry/hard carry. Try not to fight a cold war for too long, as it does not really benefit your team that much.

    #2 5v4 Team Fight at tower
    Sometimes it will be decided by the enemy team that their hard carry should farm, and have the four remaining heroes to defend a tower. Treat this like scenario
    #1, but you should make this short and painless, as for every moment spent in your stare-down, their carry gets farm. This scenario is easily taken advantage of by a full fledged push. After all, its 4v5.

    #3 5v4, 5v3 etc.
    Like the above scenario, however this time you have initiated the push after a successful gank. This is what DotA team MYM is known for. "Make a mistake, and we will push like hell." This is the best scenario out of all three, for their carry is not getting farm, and you have an advantage that allows you to push swiftly and painlessly. This is even more important lategame, as respawn timers becomes seemingly excruciatingly long. Do not be afraid to push a 5v4, as most of the time you will get the tower + catch an enemy or two off guard.

    4.0 Tricks, Jukes and Fun Things
    This section will mostly cover mind games, and tricks to counter specific abilities or play style.

    4.1 Juking
    Pop Quiz!

    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/JukeQuiz.png[/IMG]

    Which of the following paths should you take to ensure the best chance for survival?

    A. Run straight pass the tower in a linear fashion

    B. Head into the jungle beneath

    Answer:
    C! none of the above. The correct answer is to pray to and channel the powers of Rien, put 2 points into disarm, turn around and 4x disarm madman while insulting his mother. But because I ignore prayers, go with B.

    Juking is the art of losing your enemy by abusing trees and the fog of war to avoid the enemy line of sight. If they can't see you, chances are they can't hit you. There are many passages open and closed within HoN, and here are the ones that you should be familiar with.

    The orange line represents possible path

    The purple line represents paths that are open once you cut the tree in the purple circle.

    The white line represents areas that are hard to get into. (HoN pathing amirite)

    The white circle represents areas that are hard to see you in, but seems vulnerable.

    The Legion Spots

    Bottom tier 1 tower
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke01-1.png[/IMG]

    Sideshop
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke02.png[/IMG]

    Secretshop
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke03.png[/IMG]

    Top tier 1 tower
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke08.png[/IMG]
    Mid tier 1 tower
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke09.png[/IMG]

    The Hellbourne Spots

    Bottom tier 2 tower
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke041f-1.png[/IMG]

    This is connected with the above picture
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke042f-1.png[/IMG]

    Secretshop
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke05f-1.png[/IMG]

    Mid tier 1 tower
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke06.png[/IMG]

    Top tier 1 tower
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke071.png[/IMG]

    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke072.png[/IMG]
    Sideshop
    [IMG]https://i939.photobucke*****m/albums/ad232/D8ms/Juke10-1.png[/IMG]

    Now, a good merchant will not give up all the secrets of his trade, just as how I will leave the rest for you to find. Personally, I can think of at least 20 more juke spots or paths that has saved me on countless occasions. I may release a few more in the days to come, but don't expect or depend on it. Remember, it is always better to attempt a juke rather than to die helplessly running in a straight line. Your path should be as unpredictable as you can possibly make it. When the time is right, use that handy TP or make a dash for it.

    If someone can name my favourite anime of Spring of 2010, I will add 3 very uncommon but awesome juke spots.

    Remember that there are spells and abilities that makes juking difficult to pull, such abilities include Aurora, Meteor, Malphas, and many others that either provides vision or destroys trees. Be weary of these while juking, as it may require irregular movements or difficult decision making.
    God is great, beer is good, and people are crazy.

  2. #2
    KABLE's Avatar
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    GJ adding those credits, lol.

    Quote Originally Posted by TOXIN
    Shit, now I have to enter this chapacha shit.
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    "Had a dream I was king. I woke up, still king."
    .................................................-Eminem

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    Great guide! Also, I recommend getting the "Stumps" UI addon that makes all the trees stumps (obviously). This is great for finding those juke paths which can really help avoid ganks!
    x играть трудно x

    [IMG]https://img.photobucke*****m/albums/v155/Umbrella123/Dreams/greenblue.jpg[/IMG]

  4. The Following User Says Thank You to xxseekxx For This Useful Post:

    ~Falam (03-14-2012)

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    Pictures aren't showing LOL.



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    Wow, they have that?
    "I've been waiting for a guide to come to take me by the hand,
    Could these sensations make me feel the pleasure of a normal man?
    These sensations barely interest me for another day,
    I got the spirit, loose the feeling, take the shock away."

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