Build and Guide Kil' Groth: The terror of The depths
Cheat Sheet
Skill Build
Gore Lord > Enraged Spear > Sea Spear
Recommended Talents
Flicker, Punish, Execute
Items
Soul Reaver, Sonic Boots, Spear of Longinus, Frost Cape, Hercules' Madness, Medallion of Troy
Arcana
Indomitable, Assassinate, Skewer
Introduction
Kil'Goth is a melee hero who focuses on attack speed to slice and dice his way through his foes. Combining this with the rest of his kit, Kil'Groth has the ability to remove and become immune to crowd control for a short duration and gain more attack speed and health the more he attacks. Causing Kil'Groth to be someone who does extremely well with on hit items.
Skill Build
Gore Lord > Enraged Spear > Sea Spear
Gore Lord causes Kil'Groth to gain 4 stacks of Fanatic and removes all crowd control effects from himself for the next 6 seconds. Also, he gains a movement speed buff of 80% for a short duration. This ultimate is an extremely low cooldown for an ultimate. When engaging in a one on one situation versus an opponent, feel free to cast this ability instantly. With how short the cooldown is there is almost no need to hold on to it for a better situation. Keep in mind, however, that an enemy who knows how this ability works will bait your ultimate and try to fight you when it's on cooldown. It is best to wait to fight when this is off cooldown.
Enraged Spear passively causes every third normal attack to deal bonus magic damage. When activated, however, the ability will deal bonus magic damage on each normal attack for the next 4 seconds. Kil'Groth will gain health per normal attack as well with the ability to multiply this amount up to 3 enemies per attack. Kil'Groth gains 150% of the amount when he has less than 50% of his health.
Sea Spear is the only ability in Kil'Groths kit that isn't just a self-buff. Kil'Groth charges toward a targeted direction dealing physical damage and slowing enemies hit for 1.5 seconds. This abilities cooldown is reduced if Kil'Groth hits an enemy with the ability. It is also noting that this ability allows Kil'Groth to pass through walls and other forms of terrain.
Our passive The Fanatic grants a 4 to 8% attack speed buff per normal attack that scales with hero level and stacks up to 8 times in total. Every third attack has increased range.
Recommended Talents
Flicker, Punish, Execute
Flicker 120-second Cooldown: Teleports your hero a short distance
Flicker is always a great Talent to use. It’s a free short ranged teleport ability that can get you over terrain or towards a position you want to be in instantly. It is great as an additional escape tool, but Execute or Punish will be better on heroes who get close and personal with some built-in escape or crowd control removal.
Execute 90-second Cooldown: Instantly attacks a nearby enemy hero and deals damage equal to 16% of the HP the enemy hero has lost as true damage.
I've seen a lot more of Punish and Execute lately with good reason. These abilities make it easier for people like assassins to take out the enemy carries. If you want to play this character somewhat like an assassin and dive on to the enemy carries take this ability.
Punish 30-second Cooldown: Deals 800 true damage to nearby minions and monsters and stuns them for 1 second.
If you jungle as Kil'Groth you will want to take this ability. Due to the quick attack speed and self-buffs, Kil'Groth makes a great jungler. I've also seen people take this into the top lane to farm neutral creeps faster and deny the enemy lane the neutral creep. Making this a great ability for top lane currently.
Items
Soul Reaver, Sonic Boots, Spear of Longinus, Frost Cape, Hercules' Madness, Medallion of Troy
Start with Hunter's Crossbow in the jungle, boots in the lane.
Soul Reaver is great in the lane and better in the jungle on Kil'Groth. With this item, we will want to push our lane and farm the neutral creep in the river or move into the jungle as our lane pushes. This will be much easier to do with punish as an ability, but if you don't take the ability it's still a great item. Just be sure to farm the jungle when you can a little bit.
Sonic Boots reduce way too much damage to go with anything else. An especially late game as the ranged carries start to really top off on damage.
Spear of Longinus is a staple as one of the best items in the game for on it and Kil'Groth loves on hit. Being able to shred an enemies armor as you gain more attack speed per hit from your passive allows for Kil'Groth to literally rip someone to shreds.
Frost Cape gives us some much-needed crowd control to help us stick to an enemy and continue to stack our passive and Spear.
Hercules' Madness adds a unique passive that increases our damage by 40 and gains a shield for 8 seconds when our health drops below 40%. Giving us a window of time to continue to beat down our enemy and even gain back some of our missing health for free.
Medallion of Troy is our main tank item. Giving us a nice chunk of magic defense and a shield to help block some of the spells that will be coming our way.
Arcana
Indomitable, Assassinate, Skewer
Indomitable was made for Kil'Groth. Granting us everything a growing Kil'Groth needs, like attack speed, max health, and armor. While you can trade this out for anything that grants some attack speed or attack damage, the slightly tankier we are from this Arcana will help with ranged top lanes. This is also optimal for jungling as Kil'Groth.
Assassinate is mostly for the movement speed on Kil'Groth. All of our damage and attack speed means nothing if we cannot reach our enemies.
Skewer is great for a green Arcana since it grants us a large amount of armor piercing. While you can take something that adds to our health or defense to make Kil'Groth survive a bit more, I prefer to play more aggressively. This slot is mostly up to your own playstyle.
Early Game
Kil'Groth will have problems against ranged top lane heroes same as any other short ranged hero. However, if we stick to the bushes we can abuse our charge to get within range and maybe even slow the enemy and beat them down. Versus melee enemies, we want to test the waters and see if we can out DPS the enemy. If you gain the upper hand push the lane and look to farm neutral creeps to stack our jungle item. Jungle start is red buff and quickly farm around, you lack some of the stronger crowd control for ganks unless they really overextend.
Middle Game
At this point we are looking to take the main tower, with some luck we can continue to push into the second tower if the enemy hero heads to mid lane or can't deal with our strength. Just be constantly aware of how many enemy heroes are missing so that you aren't ganked. While Kil'Groth can group with his allies, I prefer to split push and take more towers in the lanes.
Late Game
Late game we make decisions based on how the games going. You can split push if you feel like fights aren't happening in your favor enough. This will give the enemy team something to worry about as well as help your gold tremendously. If you can team fight, feel free to group up, but continue to farm as you go.
FAQ/Tips
Sea Spear can be used as a great escape tool since it crosses terrain. Just be aware of the slightly higher cooldown it has.
Matchups (A couple of your easiest matchups, and a few of your worst)
(Astrid, Easy)
If you wait to charge after she does and attack her while her shield is on cooldown you should do far more damage than she can deal. However, you want longer fights. She has more burst than you do when it comes to abilities, so be sure that you can get a few hits in.
(Arthur, Easy)
I'd say Arthur is easy as long as you pay attention to the cooldown on his Holy Guard ability. Early on it has a 12-second cooldown as long as you fight when it's on cooldown you will out DPS him.
(Butterfly, Easy)
If a Butterfly does go top lane, just fight her when you can. Butterfly Is a carry who picks people off. She is not great in one on one situations.
(Raz, Hard)
Anyone with range is difficult, but Raz has burst and the ability to dash around quickly. Your best bet is to wait for a gank and build some early magic defense.
(Airi, Hard)
Airi has multiple dashes allowing her to stay out of our range for the duration of a fight. She also has a ranged stun on a short cooldown. While you can win if she plays it incorrectly, all she needs to do is dance outside of your range.
(Ormarr, Hard)
Ormarr has a short-range stun and has a chance of hitting someone with a normal attack to stun. When fighting you are well within that range. Your ultimate will make this easier, but Ormarr is equally hard to kill in most cases.
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