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

===================================================================================================

Spells

Stampede

Rampage points out a target to his rhino, starting a Stampede that slowly builds in speed and power until he is close enough for his Rhino to pounce on them, stunning them and pushing them back.

Activation
Issues an Order to attack the targeted Unit. Applies Stampede to self, gaining 1 charge every second.

When Rampage is within 450 distance of his target, he will pounce on them very quickly.

When Rampage reaches his target, he stuns and push back the target 140 / 180 / 220 / 260 units over 0.95 / 1.15 / 1.35 / 1.55 seconds, dealing 100 / 140 / 180 / 220 Physical damage.


Stampede Effects
15 / 20 / 25 / 30 Movespeed per charge

Cast Range – 9001

Cast Time – 1.0 seconds

Mana Cost – 100

Cooldown – 25 seconds


The remake of this skill actually makes it a decent stun in the laning phase as it instantly jumps onto the target as well as stunning them and activating a horned strike proc.  Still can be cast from afar although the range was heavily dropped from 25,000 to 9001 which means you can’t just fountain charge anymore, oh well.

===================================================================================================

Might of the Herd

The rhino Rampage rides is a born leader, enhancing his movement speed and giving Rampage more damage the faster he is moving. Upon command, his Rhino can stomp the ground, dealing damage and slowing people around himself.


Activation
Gains 3 / 6 / 9 / 12% of movespeed in attack damage.

On use, stomps the ground every second for 1 / 2 / 3 / 4 seconds, applying Herded to all enemies in the radius for 5 seconds.

Herded Effects
-15 Movespeed per charge

Radius: 300

Mana Cost: 50

Cooldown: 15.0 Seconds

No longer a passive ability but still is a great skill now that it slows and synergizes well with his idea of movement speed, overall a huge upgrade from the previous Might of the Herd for those who don’t just right click heroes.

===================================================================================================

Horned Strike

Rampage’s Rhino is known to gain strength the more he travels, meaning the Rhino can unleash a devastating Horned Strike if they have traveled far enough together, doing bonus damage and pushing then enemy backwards.



Activation
While in cooldown, one second is subtracted for every 1000 units traveled by Rampage.

On Attack
Stuns and pushes back the target 140 / 180 / 220 / 260 units over 0.95 / 1.15 / 1.35 / 1.55 seconds, dealing 100 bonus Physical damage.

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

Cooldown – 10/9/8/7 seconds

Passive Ability


With the addition of Bash to this skill you can no longer go basher for fun on Rampage, aw.  Basically it removes the % bash killing the chances of perma bash but instead you get a bash every so often that is guaranteed to hit,  Not going to lie I was a huge fan of the perma bash Horned Strike and having people flip out.

===================================================================================================

The Chains that Bind

Rampage can use chains he carries around to grab an enemy hero, stunning them and dragging them behind himself for a limited time.

Activation
Binds the target to Rampage for 2.5 / 3 / 3.5 seconds and the target will be dragged behind him as he moves.

Rampage is Disarmed while dragging someone and the dragged target will take 20 / 30 / 40% of the distance they are dragged in Physical damage.

If Rampage and the target he is dragging get seperated by more than 500 units the chains are brokens.

Type – Physical

Range – 200

Cast Time – 0.5 seconds

Mana Cost – 172/200/225

Cooldown – 105/90/75 seconds


This ult actually makes Rampage somewhat useful, as he disables a hero but also himself so it’s best used on carries.  After you have used the Chains that Bind you can drag the target into range of target/allies and watch them smack or you can run run run run run.

===================================================================================================

Skill Build

1. Stampede

2. Horned Strike

3. Might of the Herd

4.-5 Stampede

6. The Chains that Bind

7. Stampede

8-10. Might of the Herd

11. Favor of Sol

12-14. The Chains that Bind

15. Attribute Bonus

16. The Chains that Bind

17-25. Attribute Bonus

===================================================================================================

Item Recommendations

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.

===================================================================================================

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.


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.