HoN Pollywog Priest remodel/remake sneak peak!!
S2 recently released a sneak peak that Pollwog Priest is getting remodeled for the next patch. This is partially just to make the hero more appealing and fun to play, and partially to improve its stats to make it a more competitive hero. Here is a look at the changes (new look above):
Pollywog Priest
- Remodeled and effects redone
- Range increased to 550 from 500
- Base Armor increased to 1.30 from 1.14
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New Electric Jolt spell (same basic concept as old version but should work slightly better):
Instead of Magical Bindings, the Pollywog Priest now uses Tongue Tied (same effect on target but much funnier):
Morph now changes the target into a Toad:
Pollywog Priest’s Voodoo Wards ultimate now summons Tiki statues that shoot lasers!
SPOOKY!!!!!!
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
- Cyclones
- Gust
- Cyclones
- Gust
- Cyclones
- Typhoon
- Cyclones
- Gust
- Gust
- Wind Shield
- Typhoon
- Wind Shield
- Wind Shield
- Wind Shield
- Stats
- Typhoon
- 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.
DRD gets Honcasted in revenge match
Dotally Rad’s own (Clan DRD) were out for blood after a unfortunate 27-40 loss to Clan BER in Game 1 of Round 2 of the Check 6 5v5 HoN Tournament. Two substitutions later (including removal of worthless lagger daggius), DRD went into Game 2 with guns blazing and crushed BER in a convincing 24-9 victory in front of, no doubt, MILLIONS OF HONCAST VIEWERS. What makes your balls tickle more, flawless initiation by Hammyton’s Magmus or a 21 minute Kuldra’s Sheepstick by Solace? I recommend fast-forwarding to 13:30 and 16:20 to witness genocide domination whilst announcers poop themselves in awe. Alternatively you can watch the first 10 mins and see Raven miss four stuns with Witch Slayer (roflpub), and that’s just while the Honcasters are watching his lane.
DRD went on to win Game 3 with a 40-23 score and advanced to Round 3. Thanks Honcast!
HoN 0.1.63/64 Patch madness
With the latest set of Patches, S2 officially adds replay functionality and takes a serious stab at balancing the game by tweaking several items and making changes to 42 different heroes! Here are some of the more dramatic changes (check out complete changelog here):
- Devourer’s hook now goes max length starting at Level 1!
- Moon Queen’s ultimate no longer requires points in Moon Beam, and her Multi-Strike ability can now be toggled to bounce only to heroes
- Massive Slither buff, including that Toxin Wards can be laid three-at-a-time and they have a slowing poison attack
- Swiftblade can now attack during spin (at -55 Attack Speed)!
- Hellbringer’s Boil now ‘chains’ to 1, 2, 3, 4 nearby targets (so 2, 3, 4, 5 total hit by it)
- Sand Wraith’s Dissipate changed from true to magic damage, so it hurts way less and you can block it with Shaman’s Headdress or Barrier Idol
- Glacius can now freeze allies, immobilizing them but reducing all damage they take by 20,40,60,80% for the duration
- Torturer’s Agonizing Bonds now pull anyone hit by the chains towards the target of the chains, even while the target moves
- Helm of the Black Legion sucks on ranged heroes now (only blocks half as much damage as before)
- Barbed Armor nerfed to 20% less damage return and 33% longer cooldown














