Cheat Sheet
Skill Build
Savage Potion > Flying Spear > Leap of Vitality
Recommended Talents
Punish
Items
Soulreaver, Hermes' Select, Muramasa, Claves Sancti, Slikk's Sting, The Beast
Arcana
Blitz, Assassinate, Skewer
Introduction
Slimz is a ranged carry with low starting range but great hard crowd control built into a skill shot. His abilities allow him to do great damage from a great distance. Having shorter ranged attacks will place him either in the top lane or jungle. For this guide, we will be looking at jungle Slimz, as I feel this is the best place for him.
Skill Build
Savage Potion > Flying Spear > Leap of Vitality
Slimz activates his primal instincts to deal additional damage equal to 4% of the targets maximum health. Maxing at 150 damage for minions. His movement speed is also increased by 20% for 8 seconds. Scoring a kill or an assist will increase the duration of Savage Potion by 3 seconds. This is your tank melting ability, that allows Slimz to have a great presence late game. The 150-bonus damage is also great for clearing out bigger jungle creeps. Just be aware that it has a 44/40/36 second cooldown depending on your abilities level before popping it on blue buff.
Flying Spear is Slimz star of the attraction. This is the ability that makes you a great jungle hero. Slimz throws a spear dealing a minimum of 150 damage and up to double that damage depending on how far the spear has traveled. This also stuns the hit target for up to 2.5 seconds based on the distance the spear has traveled. Upon hitting an enemy Slimz gains a 20% increase in attack speed for 5 seconds, and if the enemy hit is a hero, Slimz will gain 60% movement speed for 1 second. This ability also deals 100(+40 per ability level) true damage when hitting minions or monsters.
Slimz leaps to a target location and gains 50 attack damage for 5 seconds after he lands. This ability is what will get you in and out of situations quickly. It also always has an 8-second cooldown, so make sure not to jump into an unsafe location.
Your passive is Piercing. Every third attack you deal 130% of the normal physical damage to your target and targets behind your target. Make sure to position yourself well to hit multiple jungle creeps with your third attack. This makes clearing camps much faster.
Talents
Punish
Punish has a 30-second cooldown and is required as a jungle. It deals 800 true damage to nearby minions and stuns them for 1 second. If you don't take this you risk more damage to you through your clear without the stun, making ganks riskier. You also risk the enemy jungler coming by and stealing big jungle minions with Punish. You also, clear slower. Always take this when jungling with anyone.
Items
Soulreaver, Hermes' Select, Muramasa, Claves Sancti, Slikk's Sting, The Beast
Always start with Hunter's Crossbow when taking Slimz in the jungle. It increases your experience gained from jungle creeps allowing you to skill a bit better. You will want to rush this into Soulreaver, but if you want to gank more feel free to grab boots or even finish them if you are getting a lot of successful ganks. Muramasa gives us more early game damage to mow down both the jungle and lanes. Claves Sancti due to our attacks dealing great damage, and when you crit on your third attack, you straight up scare people. Slikks for more crit and beast for more lifesteal. Everything we get should increase our attack speed due to our percentage on-hit damage.
Arcana
Blitz, Assassinate, Skewer
Blitz is attack speed and crit chance. I'm a huge fan of crit on Slimz sue to his built-in attack speed increasing abilities. Anything that helps us clear the jungle faster will work here. Rampage or Onslaught will be good replacements here. Anything that gives us more flat damage on jungle creeps works here.
Assassinate is attack damage and movement speed. You could replace this with anything that gives attack speed or crit. Like Tyrant or Guerrilla.
Skewer gives us flat damage and 6.4 armor pierce per level. This will help us melt minions in the jungle early. There really isn't a great replacement for this one, this might be the best in slot possible, and nothing comes close in greens.
Early Game
Early game you are going to want to start at the blue buff side of the jungle. I normally start with the smaller minion near blue and move to blue buff. This allows us to spam our abilities more and clear out the jungle. Also, be sure to use a spear to start camps from a decent distance to maximize the time they spent stunned.
Mid Game
At this point of the game, you should have a few items to give you some real clearing speed in the jungle and great damage for ganks. At this point, you should be figuring out at what time and level you can clear larger jungle creeps. Gank bot lane or top lane and kill that lane? Clear the bigger river camp.
Late Game
Late game you are going to want to spam spears at the enemy heroes. If you manage to land a spear at a distance, you give your team a great chance at picking off a hero for that 2.5-second stun. Not to mention you do some great poke damage to anyone caught in your spears path. You also excel at taking down the higher health enemies that no one on your team can deal with well with your ultimate.
FAQ/Tips
Leap of Vitality can hop over multiple forms of terrain. Use this to quickly spear and jump towards jungle creeps to get a longer stun time as well as more time with the bonus attack damage to bring down jungle creeps.
Savage Potion gains 3 seconds on assists as well as kills. Be sure to hit multiple enemies in fights in case your ally's bursts down someone you hit. Getting an extra 3 seconds of your ultimate for basically free.
Matchups
(Valhein, Easy)
Valhein has less mobility, less range, and his stuns shorter. You may lack the consistent damage per second of a ranged carry like Valhein. However, we are not looking to fight him fair in a gank. We're looking to stun him from far away and gang up on him. Be aware of his stun when you gank. If you miss your spear you can still engage, but I'd leave and try another lane to avoid his stun lock most of the time. Unless your bot lane is far ahead.
(Omega, Easy)
Omega is a big target who builds tanky health items. He has no way of stopping you from shredding him with your ultimates percentage of health damage. He also lacks any form of crowd control reductions unlike most of the other health-based heroes on the hard section in this guide.
(Cresht, Easy)
Cresht is short ranged and has no great escapes in his normal form. When he transforms he becomes easier to land skill shots on due to his increased size. Everything this guy does works well with your kit. Just be sure to poke him down from a range, as he does have a great amount of burst damage.
(Toro, Hard)
Toro has the ability to become immune to crowd control for a short duration after he uses an ability. Assuming he sees the spear, you throw coming, he can easily dive in front of it with one of his leaps and shut down your stun. If you attempt to leap away from him, he can just follow you with one of his two jump abilities. He also reduces damage was taken, which does include reducing your percentage of health attacks.
(Thane, Hard)
Thane has multiple forms of crowd control to lock you down if you gank bot lane, and if for some reason you are lower his health below 30%, he has the ability to regen 24% of his max health quickly.
(Mina, Hard)
If you are close enough to attack Mina, you are close enough for her to ult you. She reduces the amount of damage taken when you're taunted by her ult as well. This basically, allows her to press one button and reduce your effectiveness with your ultimate in half at least. You do however have a range advantage with the spear. So, if you do want to gank a pushed Mina, you can at least use your spear to get a 2-second stun and your ally should win that 1v1. If not, feel free to poke a bit and back off before the stun is done, and prepare to spear her again safely.
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