HoN Pollywog Priest Hero Guide

Pollywog Priest

Pollywog Priest is a ranged Intelligence hero in Heroes of Newerth based on the Dota hero Rhasta, the Shadow Shaman.  Pollywog Priest is a supporting hero with a couple of very useful disables and an ultimate that is great for pushing buildings or defending your own.  This guide makes use of the remade abilities and spell names that will be released in HoN patch 0.1.67.  Let’s take a closer look at the hero:

Electric Jolt (q)

Electric Jolt delivers a spray of magic damage in a cone in front of Pollywog Priest, hitting a target and several units around it as well.  This is useful early game to last hit creeps in your lane while simultaneously harassing enemy heroes.  It is also very effective in team battles to damage large parts of the enemy team at a time.

Morph (w)

Morph turns the target into toad for several seconds during which they are silenced, perplexed, disarmed, and have a reduced movement speed.  The effect is equivalent to that of Witch Slayer’s Miniaturization spell and the Kuldra’s Sheepstick item.  This is one of the best disable spells in the game and is very useful in ganking and as a means to neutralize strong enemy carry heroes late in the game.

Tongue Tied (channeling) (e)

Pollywog Priest grabs a target with his tongue and holds onto it for several seconds during which that target is immobilized, revealed, and cannot cast spells or attack.  The target also takes a small amount of magic damage over time.  Tongue Tied is another very useful disable for Pollywog Priest, great for making opponents suffer early game when they are over-committed to a battle or just in a bad spot with a wave of your creeps going after them.  You can also set up your allies for easy kills, especially if you have a nasty melee hero on your side like Swiftblade or Magebane who can rip into them for several seconds while you channel Tongue Tied.  This is also a great spell for holding enemies within the wrath of your Voodoo Wards ultimate.  Remember that since this is a channeling ability, you should queue up another spell like Morph or Electric Jolt on a hero you are grabbing if you know they are going to survive longer than you can hold them for.  You can do this by holding shift then clicking the spell on them.  The spell will then be cast as soon as Tongue Tied finishes channeling.

Voodoo Wards (ultimate) (r)

Pollywog Priest drops a pile of Tiki statues that use ranged, physical attacks on nearby enemy units.  These attacks do splash damage!  These Voodoo Wards can also be selected and controlled to target the unit of your choice (either double click a ward to select all nearby wards, control click a ward, or drag box around them).  Voodoo Wards are great for pushing enemy towers and other buildings or defending your own base.  They also work well in combination with your Tongue Tied ability to kill off individual enemy heroes in a battle.  Another great use of these wards is to stacks of Ancient creeps (the splash damage works wonders on stacks).

Strategy

Recommended Skill Build

  1. Tongue Tied (1)
  2. Electric Jolt (1)
  3. Electric Jolt (2)
  4. Morph (1)
  5. Electric Jolt (3)
  6. Voodoo Wards (1)
  7. Electric Jolt (4)
  8. Morph (2)
  9. Morph (3)
  10. Morph (4)
  11. Voodoo Wards (2)
  12. Tongue Tied (2)
  13. Tongue Tied (3)
  14. Tongue Tied (4)
  15. Stats
  16. Voodoo Wards (3)
  17. Stats -> Level 25

Explanation: Tongue Tied is essential at Level 1 so you can grab enemy heroes that are over-committed near your tower or a pushing creep wave so that your lane mate can put damage into them.  From Level 2 on we switch the focus to maxing out Electric Jolt and Morph as soon as possible.  Not putting further levels into Tongue Tied at this early game stage is a tradeoff that will benefit us in the middle game as a stronger ganking/disabler with a high level of Morph.  Going from Level 1 Morph to Level 4 Morph increases the duration of the disable by 180% (1.25 s to 3.5s), while increasing Tongue Tied from Level 1 to Level 4 only increases it’s duration by 90% (2.5s to 4.75s).  This is not to say that other Pollywog Priest skill builds will not work.  Some players will argue fervently for maxing out Tongue Tied 1st at the cost of leveling Electric Jolt (mainly to hold people for longer in their ultimate), while others prefer a 100% disabling build by maxing out Tongue Tied and Morph at the beginning and neglecting Electric Jolt.  Clearly there are a number of different combinations that will work and what’s really important is picking a build that you are confident with and will therefore be able to execute smoothly with in pressure situations.

Early Game

Recommended Early Game items:

Marchers + Fortified or Talisman or Glow

Marchers + Fortified Bracelets or Talismans of Exile or Glowstone

Pollywog Priest has one of the slowest movespeeds in the game and really needs some shoes to gank and make effective use of his disabling abilities.  For this reason you should grab an early pair of Marchers and maybe even Enhanced Marchers if you want to become really nasty with chasing heroes down.

Pollywog Priest also needs a large mana pool to use his ultimate and one or two disables plus his nuke all in one battle starting at Level 6.  He also needs some more hit points since he is an Int hero and you will be putting all your skill points into spells and not into stats to help his hit points with more Strength.  For this reason, Talismans of Exile or Fortified Bracelets are a good choice early game.  If you are farming easily enough early game then these can be neglected as you go straight for Glowstone.

Mid Game

Recommended Mid Game items:

Staff

Staff of the Master

Staff of the Master is exactly what Pollywog needs.  More hit points, a larger mana pool, and a boost to his ultimate that gives it more wards and a shorter cooldown.  This makes Pollywog a lot harder to kill and a base-pushing machine.

Other decent choices:

Stormspirit , Portal , Post

Storm Spirit, Portal Key, Post Haste

If you are looking for a less blunt approach and some more versatility, Storm Spirit is a popular choice.  You can cyclone enemy heroes and put your ultimate down (they will be trapped when they come back to the ground).  Probably a better option than this if you really want to gank a lot is Portal Key, which lets you catch enemy heroes that are out of position so you can disable them with your abilities.  Another good item to have in the middle-late game is Poste Haste, which lets you farm outer lanes and counter-push the enemy base with your ultimate.

Late Game

Recommended Late Game items:

Restoration

Restoration Stone

Having a Restoration stone and a Staff of the Master makes Pollywog a complete base destroyer.  Two sets of Voodoo Wards will drop a set of raxes in a matter of seconds or rip up enemy heroes in a battle.

Counters

Early game Pollywog Priest is slow and has low hit points.  Gank him a lot with nuking heroes like Witch Slayer or Thunderbringer.  Later in the game if you are being disabled a lot by Pollywog, consider a Shrunken Head especially if you are playing a carry hero.  Otherwise, make sure you disable Pollywog before he can disable you.  For example, with Chronos you should catch him in your ultimate and kill him or he will merely Morph you during your ultimate, making you completely waste it.  Also remember that Voodoo Wards do physical damage not magic, so use armor to reduce the damage you take from them.  You might also consider purchasing Barbed Armor or Void Talisman.


HoN Thunderbringer Hero Guide

Thunderbringer

Thunderbringer is a ranged Intelligence hero in Heroes of Newerth.  Identical to Dota’s Zeus, he is an all-out nuking hero killer with an ultimate that hits enemies on any part of the map.  And thanks to his Lightning Rod ability, which scales directly with increasing hit points throughout the game, Thunderbringer does not peak early like other nuking Int heroes and remains relevant late into the game.  Because of this he is always one of the highest overall damage-outputting heroes in every match.  Here is a look at his abilities:

Chain Lightning (q)

Chain Lightning is a low damage, low manacost spell that bounces between many targets.  The main use for this, early in the match, is to get last hits on creeps while simultaneously harassing the enemy heroes in your lane.  This makes up considerably for Thunderbringer’s short-range, low damage attack, which also has a lousy animation and makes last hitting quite difficult against any skilled opponent.  Later in the game, Chain Lightning becomes invaluable as a way to continually proc your Lightning Rod passive to massively reduce enemy heroes’ hp in an AOE around you, as Chain Lightning can be spammed every TWO seconds with one of the lowest cooldowns of any spell in the game!

Blast of Lightning (w)

Blast of Lightning deals high magic damage to a single target and mini-stuns it.  This is a great way to drop heroes hit points quickly and get kills.  The cooldown is relatively short (only 7 seconds) so you can also use this once and walk alongside the target until it is up again in order to use it twice against one hero you are trying to kill.  This is a good way to take down beefier heroes provided you have the mana capacity.  Also consider that Blast of Lightning’s mini-stun can be used to cancel channeling abilities and enemy heroes’ teleportations.  In addition, Blast of Lightning reveals invisible units in an area around it for several seconds.  Either use this on a windwalking hero before they go invis to keep track of them, or on a nearby unit if they have already gone invis and you need to find them.  You can also use this to detect wards on the battlefield and clear them.

Lightning Rod (passive)

Lightning Rod procs additional damage (between 5-11% of enemy hit points based on level) to nearby enemy heroes every time Thunderbringer casts a spell.  Since the cooldown on Blast of Lightning and especially Chain Lightning are so short, this allows Thunderbringer to absolutely punish the health of the enemy team as long as he can stay alive and keep spamming in team battles.  Also consider that since Lightning Rod scales with hit points it is great into the late game when heroes have tanked up and have 2000 hp or more.  Every two seconds you can cast Chain Lightning which only does 130 damage, but the passive effect of Lightning Rod will add 220 more damage to all nearby enemy heroes every time.  This type of scaling allows Thunderbringer to remain very relevant in late game unlike many other Int heroes.

Lightning Storm (ultimate) (r)

Lightning Storm does a medium amount of magic damage to all visible enemy heroes.  Any invisible heroes will be revealed for several seconds but not damaged.  Using this ultimate is a great way to help your allies get kills in other lanes without having to leave your own (whether you killsteal them or get an assist is up to you).  You can also kill heroes that are getting away with very low health or prevent heroes like Behemoth or Magmus from blinking in on you with Portal Keys at the beginning of team fights.  Lightning Storm also gives you vision of all enemy heroes, so you can use it to check if the enemy team is killing Kongor or ganking your woods, etc.

Strategy

Recommended Skill Build

  1. Chain Lightning
  2. Lightning Rod
  3. Blast of Lightning
  4. Blast of Lightning
  5. Blast of Lightning
  6. Lightning Storm
  7. Blast of Lightning
  8. Lightning Rod
  9. Lightning Rod
  10. Lightning Rod
  11. Lightning Storm
  12. Chain Lightning
  13. Chain Lightning
  14. Chain Lightning
  15. Stats
  16. Lightning Storm
  17. Stats -> Level 25

Explanation: At Level 1, we want a level of Chain Lightning to last hit creeps and simultaneously harass enemy heroes in our lane.  At Level 2, we grab Lightning Rod, which adds 5% of their hp in damage to nearby enemy heroes every time we cast a spell.  At the beginning of the game when enemy heroes have about 600 hit points this adds 30 damage to every nuke we use (23 after which correct for 25% natural magic resistance), which is better than (twice) the +15 (+12 corrected for magic resistance) damage against heroes we’d get for having a second level in Chain Lightning, and it also works when we cast our other spells.  At Level 3 we start maxxing out Blast of Lightning which will be our main hero killing spell and push this through to Level 7 when it is maxxed, grabbing our ultimate at Level 6 along the way.  At Level 7, unloading a quick combo of Level 1 Chain Lightning + Level 7 Blast of Lightning + Level 1 Chain Lightning + Level 1 Lightning Storm with our 1 Level of Lightning Rod included will deal (85+30) + (350+30) + (85+30) + (210+30) = 850 damage to any one target (613 after magic resistance reductions), which is more than enough to kill any Agility or Intelligence hero early in the game that you have been keeping harassed with Chain Lightning up to that point.

After Blast of Lightning is maxxed out, we max out Lightning Rod since it adds more total damage to enemy heroes than getting more levels of Chain Lightning, then finally max out Chain Lightning last.

Early Game

Recommended Early Game Items:

+ + +

Mana Potions + Bottle + Marchers + Fortified Bracelets

Mana Potions are a no-brainer, especially if you aren’t soloing mid and won’t be able to as easily refill a bottle to keep your mana supply healthy while spamming Chain Lightning for last hits and harass in your lane.  If you are soloing mid, then Bottle + Marchers are essential to control the runes and gank with early game.  A Fortified Bracelet will also help if things are getting scrappy and you’re taking a lot of heat.

Mid Game

Recommended Mid Game Items:

Ring of Sorcery

Thunderbringer needs to spam spells pretty much nonstop every battle to make use of Lightning Rod and drain enemy heroes hp as much as possible.  This means two things: he needs a larger mana pool, and he needs faster mana regeneration.  The best item for your buck to take care of this is Ring of Sorcery, which increases your mana pool by 300 and recovers about 200 mana a minute for a total cost of only 1700 gold.  There are plenty of other options that will increase your mana pool and regeneration if you dont want to/can’t get Ring of Sorcery (many leagues/tournaments limit it to one Ring per team).  Some of these possible choices are: Nome’s Wisdom, Stormspirit, Sacrifical Stone, and Null Stone.  Staff of the Master is a less favorable choice since it doesn’t give very much mana or any mana regen for it’s considerably massive price (4400), and improving your ultimate isn’t nearly as important as being able to spam spells nonstop in team battles to drain health with Lightning Rod.

You also might want to think about increasing your versatility with items like Enhanced Marchers or Portal Key.  These can make you a lot more aggressive of a hero killer if you are finding the money in the middle of the game.

Late Game

Recommended Late Game Items:

+

Kuldra’s Sheepstick + Behemoth’s Heart

Kuldra’s Sheepstick is the best late game item on Intelligence heroes and adds some much needed disable to Thunderbringer’s abilities.  The added mana regeneration, hit points, and Intelligence increase are all very welcome to Thunderbringer as well.  If the game goes really late then you might want to think about a Behemoth’s Heart.  You can’t go wrong with -15% skill cooldown and +30 cast speed on a hero that loves spamming, and the added hit points don’t hurt either.

Remember that in team battles your goal is to stay alive and keep spamming as long as possible.  You need to get close enough to enemy heroes to cast on them and make your Lightning Rod passive work on them, but not so close that they are able to focus you and take you out of the battle before you’ve unloaded massive damage.  Try to wait for them to commit to fighting other members of your team, or have your team initiate first, so that you can operate smoothly without getting focused by some turd on the other team.

Counters

The best way to deal with Thunderbringer is to grab a Mana Battery or Power Supply if you are laning against him early in the game.  This will give you a charge every time he spams Chain Lightning (which is a lot), allowing you to maintain your health and giving you mana to spam back at him.  Also make Bracers, Strength Steamboots, or whatever it takes to increase your hit points to keep him from nuking you to death early in the match.  Later in the game pick up a Shaman’s Headress or Barrier Idol and the amount of damage you take from him will decrease immensely.

HoN Corrupted Disciple Hero Guide

Corrupted Disciple

Starting Attributes

Str – 21 – 1.9 per lvl

Agi – 22 – 2.5 per lvl (primary attribute)

Int – 19 + 1.8 per lvl

Range – 475

Damage – 44-57

Armor – 2.1

Movement Speed – 295

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Spells

Electric Tide

The Corrupted Disciple unleashes an Electric Tide from his Orb, dealing damage to everyone around himself as the Tide expands and contracts.

Activation
Deals 40 / 60 / 80 / 100 to 70 / 105 / 140 / 175 Magic damage to enemies who get hit by the moving Tide. Enemies take more damage the further away they are and damage is dealt on both expansion and contraction of the Tide.

Type – Magic

Radius – 700

Mana Cost – 125

Cooldown – 16 seconds


Probably one of the most annoying early game spells which compliments Corrupted Disciple’s range.  Basically shoots out a circle from the hero and the farther they are from you the more damage they will take.  You often can pick off heroes running away with this spell properly timed and placed.

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Corrupted Conduit

The Corrupted Disciple links himself with an enemy, draining their damage while enhancing his own.

Activation
Applies Corrupted Conduit (Enemy) to targeted Enemy Hero and Corrupted Conduit (Self) to yourself, linking both together and adding one charge per second, also gives sight of target
The link is broken if the enemy moves more then 700 units away from the Disciple, if the Disciple loses sight of him, or 50 / 100 / 150 / 200 total damage is drained. Drains 5 / 10 / 15 / 20 damage.

The lost or bonus damage is retained for 13 seconds after the link is broken.

Type – Magic

Range – 600

Cast – 1.0 seconds

Mana Cost – 20/30/40/50

Cooldown – 45/40/35/30 seconds


Such a fantastic spell at all points in the game especially on those DPS heroes and on forest ganks since it gives you vision of the target.  It drains the damage from the target hero and gives the damage to Corrupted Disciple.  However you have to be in a certain amount of range for the link to stay active meaning it should be a late-game fight when people stand or chase/attack or laning early it’s good to walk-attack.

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Static Discharge

The Corrupted Disciple’s Orb charges his body with electricity, enhancing his movement speed while shocking enemies who try to cast spells on him.

Activation
Applies Static Discharge and deals 40 / 60 / 80 / 100 Magic damage to enemies who cast direct spells on the Disciple.

Static Discharge Effects
80% movement speed slow, decreasing over 0.3 / 0.6 / 0.9 / 1.2 seconds.

Passive Ability

3 / 6 / 9 / 12% Movement Speed


Any spell that is able to target a hero basically applies these effects to the hero targeting Corrupted Disciple making him a tad harder to kill.  It also increases his move speed which compliments his other abilities.

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Overload

The Corrupted Disciple overloads his armor with electricity, jolting the lowest health target around him repeatedly, lowering its armor in the process.

Type – Physical

Cast Time – 1.0 seconds

Mana Cost – 100

Cooldown – 80/70/60 seconds


Activation
Shoots a jolt every 0.85 / 0.75 / 0.6 seconds that does 37.5 / 50 / 62.5 Physical damage to the lowest health target in a 525 area around the Disciple.
Applies Jolted for 3 seconds to the targeted unit. Adds a charge to Jolted every time the same unit is hit.

Overload lasts 20 / 25 / 30 seconds.

Jolted Effects
Armor Per Charge: -1

Great 1 on 1 skill, removes 1 armor per lightning attack and deals damage.  Not that useful in a huge amount of creeps though since it most likely will be hitting the creeps before it hits any heroes in the vicinity.

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Skill Builds

1. Electric Tide

2. Corrupted Conduit

3. Electric Tide

4. Static Discharge (or Corrupted Conduit – see Early Game section)

5. Electric Tide

6. Overload

7. Electric Tide

8-9. Corrupted Conduit

10. Corrupted Conduit (or Static Discharge if Conduit is maxed by this level)

11. Overload

12-14. Static Discharge

15. Attribute Bonus

16. Overload

17-25. Attribute Bonus

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Item Recommendations

I prefer Ghost Marchers for the phase ability.  It gives extra movespeed for better chasing and his spells Overload and Corrupted Conduit and allows you to run through units also better for chasing as well as running away.  With his Static Discharge as well he gets more movement speed.

Frostburn gives more movespeed, slows the target being attacked which compliments all of his spells as well as his hero concept overall.  Probably a MUST item for him during the mid or early stages of late game where there is a lot of chasing and ganking being done.

Behemoth’s heart adds a great chunk of health which increases Corrupted Disciple’s survivability as well as Static Discharge since a lot of spells in this game are single target.  As well it increases Corrupted Disciple’s damage as a carry hero.

Wingbow is THE best damage item for agility heroes when the opposition is not hugely spell based.  Gives damage, agility, attack sped and evasion.

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Early Game

I would highly suggest soloing middle, and in doing so go for Static Discharge at level 4, you only need Corrupted Conduit for vision.  Unless you are highly dominant in your lane and have a huge advantage I would stick to playing passive-aggresive.  This means that you should look for opportunities to last hit with Electric Tide as well as hitting the enemy hero and attacking the hero for a short few whacks before retreating.  If you are in a dual lane with a slower/stunner or someone who you can play super aggressive with I would pass on Static Discharge and max Corrupted Conduit ASAP.  A great early item is Helm of the Black Legion, it gives you health and blocks a bit of damage allowing you to chase farther and dive towers a tiny bit.  Regardless of solo or dual lane you should focus more on farming while looking for opportunities to kill.  If you are solo middle and have a bottle look for chances to gank either side with runes, especially haste and invisible runes.

Middle Game

You should be doing now what’s called Gank-Farming.  That is ganking a lane and then farming the lane once the target dies or has to back off.  You should carry around a teleport to counter gank or look for opportunities for clean-up on huge team fights, you should not be rushing into a huge fight like a barbarian.  Once you have HotBL/Frostburn & Ghost Marchers you should focus more on ganking, you can deal a great amount of DPS with Corrupted Conduit and Overload.   Remember that you gain a lot more gold and XP from killing heroes than killing creeps.

Late Game

By now you should just be roaming with the team either hunting the opposition or pushing lanes.  If you have to turtle make sure there are wards up for your farming spots and make use of static farming.  Kongor is always a good option if you are in a good spot, however be wary of the other team, I’ve seen many many games be lost over the desire to obtain Token of Life.  Remember to use Corrupted Conduit on an enemy DPSer in order to reduce their damage and increase theirs, however you should not necessarily focus on them first, without damage they may not be able to do much so instead you should focus on killing someone who’s more team oriented like Magmus, Tempest, Witch Slayer etc. so that it will be easier to kill the DPSer without being disabled etc.

How to add people to buddy list without HoN Client

Such as now, if the buddy list system for HoN is broken and down it creates problems for people who come along and you can’t keep track of them.  The buddy list system in HoN just won’t allow you to add them onto your buddy list, fear not there is a solution.

Step 1 : go to www.heroesofnewerth.com/buddies

Step 2 : login to your account

Step 3 : input your buddy’s in-game name and submit

Step 4 : restart your HoN client if you have it open while doing this and VOILA your buddy has been added

It also can be used to remove buddys, just check the box next to a name and click “remove checked” next to the submit button

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 Recommendations

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