HoN Behemoth Hero Guide

Behemoth

Starting Attributes:

Str – 22 + 2.4 per lvl (primary attribute)

Agi – 12 + 1.4 per lvl

Int – 16 + 1.8 per lvl

Range – Melee

Damage – 45-56

Armor – 2.68

Movement Speed – 295

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Spells

Fissure

With a mighty slam of his tree trunk, the Behemoth rips the earth apart, damaging and stunning enemies in front of him and leaving an impassable mound of terrain.

Activation
Deals 125 / 175 / 225 / 275 Magic damage to each target in a line and stuns them for 1 / 1.25 / 1.5 / 1.75 second(s). Leaves impassable mound of terrain for 8 seconds.

Type – Magic

Range – 1200

Cast Time – 1.2 seconds

Mana Cost – 125/140/155/170

Cooldown – 15 seconds

A great spell when utilized to its maximum potential.  It can block off escape paths of heroes effectively trapping  them for easy kills, can block off ramps allowing allies to escape and the long range allows behemoth to stand a fairly safe distance from battles.

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Enrage

The Behemoth unleashes his anger, causing his next attack to have increased damage.

Activation
Applies Enraged to self for 14 seconds or until your next attack.

Enraged Effects
50 / 100 / 150 / 200% Base Damage

Type – Self

Cast Time – 1.0 seconds

Mana Cost – 50 seconds

Great late game when you have more base stats and your damage can reach upwards of 250+ damage with no real DPS items, also in combination with Heavyweight adds an additional stun to Behemoth.

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Heavyweight

Causes the Behemoth to shake the earth with each spell he casts, dealing damage and stunning nearby opponents.

On Spell Cast
Deals 25 / 45 / 75 / 115 Magic damage and stuns for 0.3 / 0.7 / 1.2 / 1.5 seconds in 280 radius around self.

Passive Ability

Adds additional damage to all of Behemoths spell to a 280 radius around him and adds a stun to Enrage and Shockwave.  A great compliment spell for his skillset.

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Shockwave

The Behemoth slams the ground with all his might, causing a devastating shockwave around him. The shockwave ricochets off nearby enemies, effectively increasing the damage dealt based on the number of nearby enemy units.

Activation
Deals 200 / 275 / 350 Superior Magic damage to enemy units in a 500 radius around self. Deals 35 / 45 / 65 additional Magic damage for each additional enemy unit in range and 17.5 / 22.5 / 32.5 additional Magic damage for each additional corpse in range

Type – Magic

Cast Time – 0.7 seconds

Mana Cost – 145/205/265

Cooldown – 150/130/110 seconds.

Easily one of the best team-fight changing abilities although it is usually used as initiation due to more creeps and corpses around, the more damage.  This ability is what makes Behemoth so fearful during teamfights and pushes, if a team collapses together it’s easy picking and damage.

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Skill Build

1. Fissure

2. Heavyweight

3. Fissure

4. Enrage

5. Fissure

6. Shockwave

7. Fissure

8-10. Heavyweight

11. Shockwave

12-14. Enrage

15. Attribute Bonus

16. Shockwave

17-25. Attribute Bonus

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Item Recommendations

Portal Key is a necessity on Behemoth in order to pull off excellent ultimates and get in those enrage stomps to stun the enemy.

Frostfield Plate is another great AoE slow that you can add to Behemoth’s arsenal with some much needed +armor and +intelligence to increase his mana pool.

Sheepstick is great for Behemoth obviously as it is with most caster-type heroes.  Adds another disable and more than enough mana regeneration that you don’t need to visit the fountain for mana

Restoration stone makes team fights against Behemoth with everything ready kind of ridiculous.  Think about 2x Shockwave in a teams face alone. Yeah, disable heaven.

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Early Game

Early game I’d suggest grabbing a Chalice ASAP or an Arcane Ring, it allows you to somewhat spam fissure to gain CS as well as harass the enemy heroes if you are able to place fissures properly.  Look for opportunities to creep aggro stun and block the enemies, that is when their creep wave is done and yours is going full force on their last-hitting ass, so you can get more harassment and even potential kills.  Regardless of roaming or laning Behemoth I suggest Striders due to Behemoths natural ganking ability and come middle game Striders will be huge for moving around the map for ganks.  After Striders and Chalice and if you really want, Bottle/Power Supply you should save up for Portal Key.

Middle Game

If you have Portal Key by now, fantastic. Start ganking the shit out of the other team.  If you don’t have Portal Key don’t worry. Start ganking the shit out of the other team, you will get gold more from assists, tower pushes and kills to get your Portal Key.  Once you do have your Portal Key buy wards, your NECESSARY items are pretty much finish after you have Portal Key/Boots.  Anything else is just icing on the cake.  Always remember you can use Fissure to isolate heroes.

Late Game

If you do not have Portal Key by now then… well there’s not much you can do because by now you are absolutely needed in team fights so try to make-do without a Portal Key.  But assuming by now you have Portal Key look to increase your survivability with Frostfield Plate or even a Behemoth’s Heart, essentially against a coordinated team you will realistically rarely be able to pull off a 5-man ultimate but in any case you should position your ultimates as best as you can by hitting the most amount of heroes/creeps in it or look to be a second initiator/counter initiator in order to pull off game-changing ultimates.

HoN Banning Draft (BD) Hero Picking and Bans Guide

Overview

Banning Draft (BD) is a new game mode in HoN where two captains first ban four picks from a pool of 24 random heroes, then alternate 10 picks from the remaining pool of 20 (in 1-2-2-2-2-1 fashion).  BD is generally regarded as the most balanced game mode available (least amount of luck involved), so the better team of players should win in this mode more than in any other mode.  This, of course, is only true if your captain makes the right picks and bans.  This process can be rather complicated, but if you understand the concepts of premium heroes and counters, it becomes simple to make the best possible choices.

Premium Heroes

It is important to understand that there are certain heroes in HoN that captains will try to first pick every single game.  These “premium” heroes are generally dominating AOE heroes that can turn the tide of any team battle.  In BD, the team that gets to ban the first hero also gets the first pick after bans.  If you don’t have the first pick, then realize that the other team will get one of these heroes with their first pick if you don’t ban it.  These heroes are (in rough order of importance): Tempest, Jereziah, Behemoth, Demented Shaman, and Magmus.

Second Bests

Here are some versatile heroes that are going to be in high demand after the premium choices are gone:

  • Plague Rider: dominates team battles and ganking with a slowing, splash nuke and slowing, splash nuke ultimate, and gets a free deny and mana every time Extingiush is up.  Statistically the winningest hero in HoN.
  • Pestilence: incredible ganking power with speed boost and stun abilities; dominant late game with a bash and armor-reducing, invis-revealing ultimate.
  • Sand Wraith: dominant late-game carry with two escape mechanisms that make it extremely difficult to gank.
  • Hellbringer: massive AOE ultimate stun that can break up any team formation.
  • Magebane: another dominant late-game carry that is nearly impossible to gank.
  • Puppet Master: versatile disabler carry that can fill many roles and has a crushing early game harass.

Counter Picks

Often it is okay to let the other team have a premium or other great hero if you know there is a counter pick in the pool that you can make directly afterward.  For example, if you have second pick, you can not ban Tempest, and then pick Hellbringer right after the other team gets it (Hellbringer’s ultimate stops Tempest’s ultimate, even if he has a Shrunken Head).  If they see this coming and don’t first pick Tempest, then you can pick Tempest and Hellbringer with your 2nd and 3rd pick, thus getting both the premium hero and it’s counter out of the pool in one picking round.  Here are some examples of good counters:

  • Hellbringer, Pharoah counter Tempest (their ultimates stops Tempest’s ultimate from long range)
  • Electrician counters Jeraziah, Hammerstorm (Electrician’s ultimate removes Protective Charm aka Repel and Hammerstorm’s ultimate)
  • Vindicator counters Magmus, Tempest, Torturer, any channeling heroes (Vindicator’s ultimate silences all heroes)
  • Pestilence, Rampage counter any heroes with invisibility (Pestilence’s ultimate exposes invisible heroes, Rampage’s Charge does as well)
  • Thunderbringer counters heroes that initiate with blink (Behemoth, Tempest, Magmus, etc.) (must have good timing with ultimate and vision)

Other Guidelines

Make sure you pick a solo hero.  In general, don’t have more than one melee hero per lane.  Make sure you pick at least one carry hero and not too many.