HoN Accursed Hero Guide

Accursed

Starting Attributes:

Str – 23 + 2.7 per lvl (primary attribute)

Agi – 17 + 1.5 per lvl

21 + 2.0 per lvl

Range – Melee

Damage – 54-56

Armor – 4.38

Movement Speed – 300

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Spells

Cauterize

At the cost of some of his own Health, Accursed bursts the air around a target, dealing damage to them if they are an enemy or healing them if they are an ally.

Activation
Deals 100 / 150 / 200 / 250 Magic damage to enemy units or heals allied units for 100 / 150 / 200 / 250 Health. Deals 50 / 75 / 100 / 125 Magic damage to self.

Type – Magic

Range – 700

Mana Cost – 75

Cooldown – 6 seconds

A great spell, can be used offensively to nuke a hero down or defensively to heal an ally or deny yourself and the opposition a kill.

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Fire Shield

Accursed covers a friendly unit in a shield of flames protecting them from damage and removing harmful effects. If the shield is damaged to its breaking point, it will explode, dealing Magical damage to nearby enemies equal to that of the damage absorbed.

Activation
Removes most debuffs and stuns, then applies Fire Shield to target for 15 seconds.

Fire Shield Effects
110 / 140 / 170 / 200 damage shield. Once full amount is absorbed, damages enemies in 700 radius for 110 / 140 / 170 / 200 Magic damage.

Type – Magic

Range – 350

Mana Cost – 100/110/120/130

Cooldown – 18/15/12/9 seconds

One of the best early laning phase spells and babysit spells, basically nullifys a certain amount of damage and if the damage threshold is broken explodes the shield & damages units around it.

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Sear

Causes Accursed’s attacks to sear his target, slowing their movement speed. Any ally that attacks the affected unit will be buffed with increased attack speed and movement speed.

On Attack
Applies Sear to target for 2 seconds.
This ability contains an Attack Modifier. Attack modifiers are exclusive and do not stack with other attack modifiers.
Sear Effects
5 / 10 / 15 / 20% Movement Slow
When attacked, applies Burning Strikes to attacker for 4.5 seconds.

Burning Strikes Effects
10 / 20 / 30 / 40 Attack Speed
10
% Movement Speed

Passive Ability

Ever since becoming an attack modifier it isn’t that great of an ability, to be honest I’d get attribute bonuses before this spell until late game since the % movement slow is negligible.

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Flame Consumption

Accursed summons a powerful fire tornado around himself which, when fueled with damage, causes him to regain his life.

Activation
Removes debuffs and applies Protective Flames to self for 3 / 4 / 5 seconds.
This ability can be boosted by Staff of the Master.Staff Effect: Increases duration from {3,4,5} seconds to {5,6,7} seconds and can be used while silenced.

Protective Flames Effects
100% of damage taken converted to Health

Cooldown – 60 seconds

Great  spell once you learn when to use it or late game when all shit is going crazy and you just press R

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Skill Build

1. Fire Shield

2/3. Cauterize

4. Fire Shield

5. Cauterize

6. Flame Consumption

7. Cauterize

8/9. Fire Shield

10. Sear

11. Flame Consumption

12-15. Sear

16. Flame Consumption

17-25. Attribute Bonus

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Item Recommendations


Astrolabe is an additional heal for Accursed making him that much of a better support hero, Cauterize/Shield/Astrolabe is about 500 damage healed, yeah.


Nomes Wisdom is a great addition, gives that much needed Mana Aura & the abilities that come with it compliment Accursed in general as well as the team.


Barrier Idol again adds to the healing/damage nullification that Accursed has for his team as well as himself, obviously dependent on how nuke-heavy the other team but there are few heroes which make this item worth it alone (Thunderbringer, Pyromancer etc.)

Again adding to Accursed annoying capabilities to live through fights, this should be looked to picked up after quite a few support items.

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Early Game

Early game you are probably going to be babysitting a carry/semi carry hero, make sure to shield/heal them whenever the opposition tries to advance on them or use your nuke NOT to last hit but harass the enemies back, a good early game item is Blood Chalice.  You should focus on letting your carry get last hits and forcing your creep wave to static or pull back by attacking  your own creeps when they are half life & attacking the other hero so creeps aggro onto you.

Middle Game

You should be roaming now with other teammates, make sure you carry a TP in case your carry gets ganked and you have the potential to save them.  While ganking shiled your initiator or whoever is going to be rushing in and likely taking damage, remember Cauterize does NOT need to be used to last hit heroes.  Should you be rushing into a dangerous situation remember to manually activate flame consumption so you get healed as opposed to damaged.

Late Game

By late game you should be throwing out spells whenever they are cool downed, focus your shield on your carry hero or if someone gets caught up too aggressively shield them, you should not be farming at all by this point, you are better off getting gold & experience from the opposition heroes dying and your team pushing down towers.  Kongor is always good since you can heal allies/shield them or tank yourself and use flame consumption to heal up all the damage you would otherwise take.

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