HoN Wildsoul Hero Guide

Wildsoul

Starting Attributes

Str – 17 + 2.1 per lvl

Agi – 24 + 2.7 per lvl (primary attribute)

Int – 13 + 1.4 per lvl

Damage – 46-50

Range – 550

Armor 3.36

Movement Speed – 315

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Spells

Summon Beardulon

Wildsoul summons his pet bear, Beardulon

Activation
Summons Beardulon at target location. Beardulon cannot be summoned if he is currently active.

Beardulon has the ability to carry items.

-Increasing the level of the ability grants Beardulon more health and armor
-Level 1, Beardulon learns the Return ability
-Level 3, Beardulon learns the Entangling Claws ability.
-Level 4, Beardulon learns the Demolish and Magic Resist abilities.

Cast Time – 1 seconds

Mana Cost – 75

Cooldown – 180/160/140/120 seconds

The almighty Sillybear of HoN this little pet is such a dominant force on it’s own, throw in the hero and a bit of farm and you have massive chaos and destruction with just a right-click.

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Wild

Wildsoul drives both himself and Beardulon Wild, increasing attack speed and movement speed.

Activation
Applies Wild to target for 10 seconds.

Wild Effects
10 / 20 / 30 / 40 Attack Speed
5 / 10 / 15 / 20% Movement Speed

Cast Time – 1 seconds

Mana Cost – 50

Cooldown – 30 seconds

This spell is what makes Wildsoul such a great chaser and DPSer in fights, very very useful especially when you have level 4 Natural Attachment, you basically have perma-wild on you at all times.

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Natural Attachment

Wildsoul attunes himself further to the needs of Nature, adding to the power of his other abilities.

Beardulon:
+{10,20,30,40} Damage
+{10,20,30,40} Movement Speed

Wild:
+{10,20,30,40} second duration

Bear Form:
+{100,200,300,400} Max Health

Passive Ability

Basically this spell is what makes Wildsoul so dominant.  I mean look at what it gives, without this Beardulon would be slow and have less damage, Wild wouldn’t be on all the time and Bear Form wouldn’t be as tanky, that is if you plan on getting Bear Form.

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Bear Form

Wildsoul takes the form of a bear, causing him to switch to melee based attacks, have a faster attack time, and gain more armor and health.

Activation
While toggled on, applies Bear Form to self.
Grants the ability to Battle Cry.

Bear Form Effects
4 / 6 / 8 Armor

Cast Time – 0.8 Seconds

Mana Cost – 25

Makes Wildsoul super tanky, probably an underrated ultimate spell but it is still pretty useless unless you make item builds going around planning on being melee.

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Skill Build

1. Summon Beardulon

2. Natural Attachment

3. Summon Beardulon

4. Natural Attachment

5. Summon Beardulon

6. Natural Attachment

7. Summon Beardulon

8. Natural Attachment

9-12. Wild

13-14. Bear Form

15. Attribute Bonus

16. Bear Form

17-25. Attribute Bonus

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Item Builds

Steamboots is really all you need for BOTH your Beardulon and your hero, with level 4 Wild and Steamboots your Beardulon has 522 movespeed, plus it benefits from the attack speed.  As for your hero, he lacks the capacity to keep up with the Beardulon once you start getting natural attachment so that’s OK.

If you can farm this REALLY fast, and I mean less than 8 minutes really fast (my personal best is 6:48 after starting with 2 Hatchets) this item is so good, since Beardulon will be doing more damage then you, when the item is on cooldown you can place it on your bear for more attack speed which is more important since already stated, it will most likely be doing more damage than you at early stages in the game.

Since Beardulon is basically a massive tank, you can use this item to chase down heroes with the AoE burn for kills, even when your hero is safely away farming.  Or you can use it on yourself if you decide to go tanky build, regardless unless you get Sword of the High by at least the 18 minute mark I wouldn’t waste the gold trying to obtain Mock

& &

Yes that’s right, all 3, I would go Frostburn first, then Whispering Helm, then Charged Hammer, then onto Symbol of Rage.  All 3 stack on both melee & ranged (Meant for your hero, not the Beardulon).  Frostburn allows you to slow down enemies that you chase as well as boosting your movespeed allowing you to keep up with your bear, Symbol of Rage is leech, which with your DPS and IAS is great, and Charged Hammer adds a huge amount of damage and it’s active ability on either you or your pet allows even more damage output on those focusing it.

Brutalizer on both your bear and your hero is kind of retardedly overpowered, I mean dual bash AND entangling claws? If you have a slow too? I seriously doubt anyone is going to be getting away since Brutalizer goes through BKB too.

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Early Game

Grab a hatchet for both you and your Beardulon, and an Iron Buckler for your Beardulon early.  The great thing about Wildsoul is that you can pull with Beardulon while your hero stays in the lane, allowing for maximum farming if you’re in range for Beardulon to attack.  If you’re able to farm an Alchemist’s Bones fast like I stated, your farm will increase tenfold (Make sure to use it on ONLY the Siege units, level 5+ Neutral creeps or it will not be worth it!).  You should be on power-farming mode all early game since you are not that useful without items.  If you are not jungling then use your Beardulon to harass but DO NOT just right click the enemy heroes otherwise it will draw the creep aggro.  Instead right-click move the Beardulon near them BEFORE attacking, they might back off beforehand therefore losing XP/Gold chances without you really having to do anything.

Middle Game

Depending on how you were farming you either need to keep powerfarming or you can start ganking with your Beardulon, you SHOULD have Mock by now if you farmed properly and if you do then keep gank-farming.  That is gank a hero and then farm the lane if it’s free.  Remember that Beardulon is a good tank so by all means go Kongor if you get a good opportunity and have a fairly decent amount of DPS on your team or yourself.  Remember that you may not necessarily need the Token of Life because of your role in the still early stage item-wise.  Ancient creeps are also a great amount of gold if you can pull them with your Beardulon ever so often and not having your teammates steal the creeps.

Late Game

By now you should have stopped farming and start just running around with your perma-wild right-clicking every hero in sight if the situation looks good.  Your Beardulon is great for dealing damage to towers so if there are out of base towers still up, push lanes to take them down for the extra gold.  You should now be taking the Token of Life from Kongor unless there is another hero whose role is way more important then yours because of either the hero itself, or the items they have.  If you have trouble surviving fights do not be afraid to use your ultimate, while it does sacrifice range it gives you an amazing amount of armor and health which is a great offset.  IF you manage to farm a shit load this is what my final build looks like for both the hero and the bear.

Wildsoul

Steamboots (AGI)

Frostburn

Charged Hammer

Symbol of Rage

Brutalizer

Wingbow

Beardulon

Steamboots (AGI)

Brutalizer

Mock of Brilliance

Daemonic Breastplate

Riftshards

Abysall Skull


HoN Zephyr Hero Guide

Zephyr

Zephyr is a HoN-unique melee Agility hero.  This big, bad owl is a master of jungle and has been known to carry even the heaviest KingRavens on your team.  Let’s take a close look at his abilities:

Gust (q)

Zephyr “summons a gust of wind in the direction of his choosing,” which pushes, damages, and stuns an area of units.  Zephyr lost some chasing and escaping power in the 0.1.66 patch with the removal of his Leap ability, but in its place Gust has given him a much greater team-fighting spell.  The combination of forced movement on multiple units, damage, and even short duration stun all in one spell is so powerful that Gust will likely be nerfed heavily in future patches, so enjoy it while you can.  Gust is also a very unique ability as it is the only one in HoN or Dota cast by first clicking then dragging to pick the start location and direction of the gust (direction is indicated by the arrow in the upper left image).  This is pretty simple to do, but requires you to act quickly so that enemy units don’t move out of the targeted area while you are still cautiously aiming the direction arrow.

Cyclones (w)

Zephyr summons a small cyclone around him with every last hit.  These cyclones patrol around him and deal magic damage to enemy units they touch.  They may also be consumed one by one to heal Zephyr for 30 life a piece, or will automatically be consumed after several seconds to heal him for only 15 life.  In the 0.1.66 patch, Cyclones were changed to no longer require mana to consume and no longer give mana back when consumed.  At Level 4, the Cyclones ability allows 8 cyclones to be active at one time, which will deal a great amount of damage in a small area around Zephyr and allow him to quickly kill creep camps or any enemy heroes to which he can stay close enough.  The Cyclones ability is complemented well by items like Mock of Brilliance or Frostfield Plate that can add further damage or slow to an AOE around Zephyr so he can continue to put out high damage.

Wind Shield (passive)

Zephyr “uses his control of the wind to create a protective barrier around himself”, which grants increased movement speed, evasion of melee units, and a chance to deflect an incoming ranged attack.  These passive abilities only trigger for a few seconds after Zephyr lands an attack, so he must be actively involved in a battle to make full use of it.

Typhoon (r) (ultimate)

Zephyr “creates a mighty Typhoon”, which slows and damages enemy units based on their distance from its center (with most damage and slow being dealt at the center).  Similar to Tempest’s ultimate, this is a great AOE spell for team battles.  Typhoon also resets Zephyr’s Cyclone count to max so he can quickly dish out even more AOE damage or consume them to recover life.

Strategy

Recommended Skill Build

  1. Cyclones
  2. Gust
  3. Cyclones
  4. Gust
  5. Cyclones
  6. Typhoon
  7. Cyclones
  8. Gust
  9. Gust
  10. Wind Shield
  11. Typhoon
  12. Wind Shield
  13. Wind Shield
  14. Wind Shield
  15. Stats
  16. Typhoon
  17. Stats -> Level 25

Explanation: Cyclones and Gust are essential early game and should be maxxed out quickly.  Typhoon is useful early to help generate kills if you are ganking your lane, but you can also hold off on learning it till Level 9 if you see yourself sticking to the jungle and just not using it early game.  Wind Shield is not needed until later in the game when Zephyr will be absorbing a lot of punishment in team battles, and can learned after Gust and Cyclones are maxxed.

Early Game

Recommended Early Game items:

+ +

Logger’s Hatchet + Iron Shield + Helm of the Black Legion

So much of Zephyr’s success is dependent on getting last hits to generate more Cyclones, so make use of Logger’s Hatchet early to help you get creep kills and denies.  An Iron Shield will also help with creep kills by adding 6 Agility, and will give you some much needed damage protection from harassment during the time you spend in lane.  Early game you should be pulling creeps until you are strong enough to hit the jungle, come then gank your lane periodically if your teammate needs help.  Grabbing an early Lifetube from the side shop will help you keep your hp up and not return to base while farming, and can be turned later into Helm of the Black Legion, which will let you kill any level of creep camps and tank you up to start being more aggressive to get on top of enemy heroes to get kills with Cyclones.

Mid Game

Recommended Mid Game items:

+ maybe

Mock of Brilliance + maybe Shaman’s Headdress

Mock of Brilliance is a lot of work to farm but once you get it you are almost certain to carry your team.  Mock adds a ton of AOE damage to the AOE damage you will already be doing with Cyclones and Typhoon in team battles.  You should also consider getting a Shaman’s Headdress or Barrior Idol if the other team is putting out a ton of magic damage, but you will probably need to also get more hit points to make this worthwhile.

Late Game

Recommended Late Game items:

+ or or

Behemoth’s Heart + Barbed Armor or Daemonic Breastplate or Frostfield Plate

Late game it is time to tank up so you can get to the center of battles and stay alive while dealing as much damage with your Cyclones and Mock of Brilliance.  Behemoth’s Heart is essential, and one of the above three armor items.

HoN Rampage Hero Guide

Rampage

Starting Attributes

Str – 23 + 2.5 per lvl (primary attribute)

Agi – 17 + 1.7 per lvl

Int – 15 + 1.8 per lvl

Damage – 45-55

Range – 100 (melee)

Armor – 5.4

Movement Speed – 295

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Spells

Stampede

Rampage points out a target to his rhino, starting a Stampede that slowly builds in speed and power until reaching the target, stunning them.

Activation
Issues an Order to attack the targeted Unit. Applies Stampede to self, gaining 1 charge every 4 seconds. Gains Magic immunity at 3 charges.
Applies Watch Out! to target when Rampage is within 2500 units.

When Rampage reaches his target, he stuns him for 1 / 1.5 / 2 / 2.5 seconds.

Stampede Effects
10 / 15 / 20 / 25% Movement Speed
Movement Speed Per Charge: 0.10 / 0.15 / 0.20 / 0.25
Watch Out! Effects
Revealed
Type – Magical

Cast Range – 25,000

Cast Time – 1.0 seconds

Mana Cost – 120

Cooldown – 40 seconds


This skill is what I like to call the “Fountain Gank” ability, because basically you can cast this from anywhere on the map & it will chase down the unit you targeted giving you movespeed and damage if you have your second ability, and also magic invulnerability after 12 seconds.  This is also very useful against units that can go invisible via Assassin’s Shroud or their own innate ability and also stuns the unit allowing for some beatdown to occur.

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Might of the Herd

The rhino Rampage rides is a born leader, enhancing the movement of any nearby allies and giving Rampage more damage the faster he is moving.

Activation
Grants 4 / 8 / 12 / 16% of Rampage’s movespeed in damage.

Aura Effects
Radius: 900
Target: Ally Units

Passive Ability

This little gem of an ability increases not only Rampage’s movespeed, but ally units nearby which is beneficiary when chasing units down.  It also adds damage to Rampage based on his movespeed thus, it is only natural to get items which increase his movement speed, attack speed (get to this later) and damage at the same time.

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Horned Strike

There is a chance Rampage’s rhino unleashes a devastating Horned Strike when he begins an attack, doing bonus damage and pushing then enemy backwards.

On Attack
17% chance on attack to stun and push back the target 140 / 180 / 220 / 260 units over 0.95 / 1.15 / 1.35 / 1.55 seconds, dealing 25 / 50 / 75 / 100 bonus Magic damage.

This ability contains Bashing properties. Items and abilities with Bashing properties contain a shared cooldown time.

Cooldown – 1.5 seconds

Passive Ability

This ability is fun, you can stop command abuse this ability.  Basically pushes units in the direction that you’re facing and causes the unit to be “bashed” to a degree, is probably one the best 1v1 isolation skill in the game.

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Favor of Sol

Rampage, favored by Sol, calls upon his power to move so quickly he instantly appears next to an enemy hero of his choosing, dealing damage and pushing them back.

Activation
Moves Rampage next to his target after a 1 second delay, dealing 100 / 200 / 300 bonus Magic damage and triggering a level 4 Horned Strike on the target.

This ability can be boosted by Staff of the Master.

Staff Effect: Decreases cooldown time from 75 to 20 seconds.

Type – Physical

Range – 400/550/700

Cast Time – 0.5 seconds

Mana Cost – 200/250/300

Cooldown – 75 seconds (20 seconds with Staff of the Master)

His ultimate basically gives you a free level 4 horned strike and places you next to the hero allowing for an easier time attacking the hero.  It knocks down trees however so it is not possible to trap other heroes this way.

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Skill Build

1. Stampede

2. Horned Strike

3. Might of the Herd

4.-5 Stampede

6. Favor of Sol

7. Stampede

8-10. Might of the Herd

11. Favor of Sol

12-14. Horned Strike

15. Attribute Bonus

16. Favor of Sol

17-25. Attribute Bonus

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Item Builds

Or

Ghost Marchers give the ability to increase movement speed and allows you to move through units, which is useful for chasing.  Steamboots give a +10 to an attribute of your choice and gives movement speed and attack speed as well.  The choice entirely is up to you, if you don’t like to micro as much I would suggest steamboots.  Post-Haste while giving more movespeed, costs too much and is negligible since it is fairly simple to obtain maximum movespeed with this hero without that item.

Elder Parasite is a GREAT item for this hero if you are going for isolation, gives Rampage a huge increment in attack speed, and fairly decent movespeed which also increases damage.  Not only do those both contribute but he also gains 17% lifesteal which with the increased attackspeed and damage is great.  It also creates a better chance to “permabash” a hero with horned strike.

Staff of the Master reduces the cooldown from your ultimate from 75 seconds to 20 seconds, essentially allowing Rampage to cast his ultimate twice in a team fight.  Not only that, it also gives a decent chunk of health/mana and +10 to all attributes.

Frostburn gives movement speed (and damage along to boot with that), a slow for easier chasing, standalone damage, strength and agility, and attack speed.  This item screams GET ME NOW for Rampage pretty much.

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Early Game

If you are laned with a stunner or slower versus a weaker lane or a melee lane then play aggressively, if you have Horned Strike leveled up you may get lucky and are able to nab a few kills early.  You should be focusing on hitting level 7+ ASAP.  Once you hit level 7+ you can either continue farming if you are the team’s only carry or you can do what I call “fountain charging” for the pseudo gank-carry build.  Which is from the fountain you charge a hero, let your teammates know ahead of time by stating who you are charging or pinging etc. and once the target dies, either farm the lane until you need to back or go back to the fountain. rinse and repeat.

Middle Game

By now you should have farmed AT LEAST Steamboots/Ghost Marchers and Elder Parasite or Icebrand or Firebrand.  Either way you should start focusing on the oppositions carry hero if they have been doing great or even OK, farming well and getting kills here and there.  Rampage is somewhat of a suicidal hero the way his abilities are set-up so do not be afraid of dying in favor of the enemy carry dying.  If the enemy carry has successfully been held down until this point, make sure to keep an eye on them but for the meantime you can start picking on those pesky INT heroes that fall to a charge/ult and a few whacks.  Regardless you shouldn’t be farming at this point unless you kill a hero and the lane is freed up with a good potential of farming.

Late Game

By now you should be pumped up, continuously ganking is Rampages best asset.  In team fights you should focus on either the carry, or an enemy who plays a huge role in the fight (IE. Demented Shaman, Behemoth etc.)  Regardless if you have Staff of the Master or not, you should not be waiting to pop your ultimate, it is a free disable and can be used to push enemy heroes into the fray that would normally stay back and support.  Remember that Horned Strike works on Kongor, so don’t be afraid to Kongor if the time and situation is right.

Classic Risk Next Gen moments

The 3-way ship battle on the high seas:

The omg there’s too many units my comp is glitching out when will this game end stalemate:

The super sweet Amazon boat parking spot:

The transports only mode surrounded boat trap to put an end to those pesky invasions:

Remember me pink?  The out of your way, for revenge only payback mission:

The third wheel; oh you two were fighting for South America?  Dont mind me, I’m just here to rack up kills:

HoN Soulstealer Hero Guide

Soulstealer

Soulstealer is a ranged Agility hero in Heroes of Newerth based on the Dota hero Shadow Fiend.  An aggressive lane-controller, Soulstealer lies among the best of all solo heroes in the game and is also destructive later in the game with a powerful AOE ultimate and massive potential to carry.  Here is a look at his abilities:

Demon Hand

This spell is actually three different AOE nukes with separate cooldowns.  This means you can unload three individual Demon Hands in rapid succession to quickly dish out 900 damage when Demon Hand is Level 4.  That kind of power absolutely demolishes enemy heroes early game.

Set your secondary ability keys to something easy to use like Z, X, and C (what they are for Shadow Fiend in Dota).  Demon Hand won’t be effective if you are clicking it with your mouse instead of using hotkeys effortlessly.  Then try to remember Z-close range, X- medium range, C-far range so you don’t use the wrong distance later on.

New players have a lot of trouble landing Demon Hands, but it’s actually pretty simple.  Don’t over-think it.  Just make sure you are facing the direction you want to nuke before you cast the spell.  Sometimes this is as easy as first attack-clicking the hero you want to nuke, or right clicking in the vicinity of that hero right before you cast.  If you realize you are facing the wrong direction after you already hit the spell hotkey, or your opponent has juked to the side, you still have a little over half a second to push S (stop) to cancel the animation and try the spell again.

Soulsteal (passive)

Soulsteal increases your attack damage every time you make a last hit.  Increased damage is exactly what you need early game to dominate the last hitting in your lane and harass enemy heroes.  As the great Raider134 once said, “my grandmother can last hit with Shadow Fiend”.  This is totally true; when fully loaded at Level 4, Soulsteal gives you +60 base damage, which is like having a free Sword of the High (3800 cost) in your inventory!

Soulsteal needs to be fully loaded for your ultimate to do full damage.  Also, half your souls are lost when you die.

Dread (passive)

Dread is a passive aura that lowers the armor of nearby enemy units.  This complements  heroes like Andromeda and Pestilence who can lower armor even more, and works well with Shield Breaker, an item which also reduces armor.

soulburst

Soul Burst (ultimate) (r)

Soul Burst is a devastating AOE ultimate which can be used effectively on groups of players in team battles or to quickly kill individual players who are alone on the map.  The ultimate does damage and slows enemy units based on the distance between them and Soulstealer, which makes it ideal for use right after blinking in or sneaking in with Assassin’s Shroud.  Depending on the makeup of your team, either you should either use this to initiate or to wipe out several heroes after an initiator like Tempest or Legionnaire sets you up or something else has happened causing the enemy to commit to a battle.  After unloading a high damage Soul Burst, mop up any survivors with Demon Hands or your ridiculously high attack damage.

Strategy

Recommended Skill Build

  1. Soulsteal
  2. Demon Hand
  3. Soulsteal
  4. Demon Hand
  5. Demon Hand
  6. Soulsteal
  7. Demon Hand
  8. Soulsteal
  9. Dread
  10. Soul Burst
  11. Soul Burst
  12. Dread
  13. Dread
  14. Dread
  15. Stats
  16. Soul Burst
  17. Stats-> Level 25

Explanation: Soulsteal is necessary at Level 1 and 3 to gain attack damage for last hitting and lane control.  After this point Demon Hand becomes more important, since at Level 4 and 5 you can easily start comboing a couple Demon Hands and attacks on your opponent to generate kills in your lane.  Soul Burst (ultimate) is more or less useless until later in the game (unless you’re really crafty), so we hold off getting it until Level 9 or 10 in order to max out the essential Soulsteal and Demon Hands abilities.  By level 11 we should have either an Assassin’s Shroud or Portal Key and so we want to have Soul Burst leveled up so we can use it effectively.

Early Game

Recommended starting items:

+ + + +

Duck Boots + Pretender’s Crown + Minor Totem + Healing Potion + Runes of the Blight

The first three of these items will raise your attack damage by six, which is essential for last hitting creeps at Level 1 before Soulsteal is giving you much bonus damage.  This also gives some added hit points and can be made into a Soulscream Ring later.  Soulstealer’s base damage is very low without Soulsteal, so if you don’t start out with some damage-boosting items you will have trouble building up souls early game.

You should solo mid.  Focus solely on last hitting for Levels 1-3 in order to raise your soul count, but by time you are Level 4 or 5 Demon Hand is strong enough to start getting kills if you start landing combos on the enemy hero in your lane.  This is as simple as landing a close or mid-range Demon Hand spell on them (easiest to do by moving forward and using it while when they are trying to last hit a creep and therefore are motionless).  After you land the first nuke, you can attack them, then land the longer range nukes for the kill as they retreat.  If your opponent lets you get close enough for a close-range nuke, then they are almost surely dead since you can land the two farther range nukes on them when they run back.

Recommended early game items:

Bottle + Marchers

Grab these as soon as you can and start controlling the Runes to keep your hit points full, help you gank faster, and have enough mana to keep using Demon Hand.  An early invis or haste rune will get you ganking kills, while double damage and illusion runes will make it easier for you to control your lane.

Mid Game

Recommended mid game items:

or then

Portal Key or Assassin’s Shroud then Post Haste

Portal Key and Shrunken Head is the combo of choice at more competitive levels where players will be getting gems or putting Wards of Revelation on the battlefield to prevent someone from sneaking in with Assassin’s Shroud to Soul Burst.  With this combo, you can simply tell your team “I’m going in”, activate Shrunken, blink into a clump of enemy heroes, and let your ultimate rip them up.  This sets up a battle for your team to come in and mop up (all enemy heroes are heavily damaged and slowed), and you’ll probably even survive thanks to Shrunken Head’s period of magic invulnerability and the added hit points it gives you.  Alternatively you can wait until they have committed to the battle instead of initiating yourself, then go in and Soul Burst at this time.

Assassin’s Shroud is a viable alternative to Portal Key and can often be better especially in lower level games.  This will let you sneak in and Soul Burst from directly underneath a hero who will have less time to react and will be standing closer and take more damage than if you blinked in with Portal Key.  Once you have Post Haste and Assassin’s Shroud it’s really easy to teleport to outer lanes, sneak in and kill anyone trying to farm with your ultimate and a couple attacks or Demon Hands to finish them off.

Late Game

Recommended Late Game items:

or or  then or then

Shrunken Head or Behemoth’s Heart or Frost Wolf’s Skull then Wingbow or Daemonic Breastplate then lifesteal

You need to tank up to survive team battles after getting in the middle of them to use your ultimate.  Shrunken Head is the best option for consistently getting your ultimate off, but Behemoth’s and Frost Wolf’s have some nice bonuses; Behemoth’s will increase all damage by 10% (including Soul Burst damage) and allows you to continue to be able to kill creep waves with only two Demon Hands until late in the game; Frost Wolf’s adds some hit points and makes it really hard for anyone to run from you.

After this you should grab either a Wingbow or Daemonic Breastplate for the attack speed and to solidify your newly increased hit points with either evasion or armor.  After this you should, as always, get some lifesteal for late game to be sustainable in long battles.  Alternatively you could go for a Symbol of Rage to combine your tanking up and getting lifesteal needs into one item, but then you’ll need to get some additional attack speed as well to make use of Soulstealer’s high attack damage.