Okay, so most of what I am about to say here also applies to mid, but mid requires extra care. After all, there is nobody the jungler likes to eat alive more than mid.
This build is what I rely on early game. It has just enough
movement speed that I am not pig slow in getting to my lane, but at the same time it doesn't waste unnecessary gold giving me speed I don't need. That money then goes into
attack speed, which provides more
Blight for my
Devour Souls.
Okay, and now we are ready to begin the game. Run to the mid camp (remembering to press
space a lot. Jumping at this stage is crucial to not becoming bored. Swap a few AA's with your mid and jungler; this is key to camaraderie. Now that there are minions to target, just use auto attacks. The abilities to burn this camp down should come from the mid.
Next, depending on your jungler, you will either hit the
damage or go straight to the
blue camp. If you hit
damage first, give it to the jungler, who will likely use his
Hand of the Gods on it. Now, go to
blue. This buff is to be yours while you are in lane. As you enter lane, drop your
Ward so that it has vision on the middle jungle path (the one that goes behind the closest objective).
Regardless of whether the jungler bothered with an early
damage buff or not, he should stay in your lane to help you until level 3. Then he will resume his route. As you have practically no escapes, do be cautious once the jungler leaves, as he will not appreciate having to come back and gank for you often. The other lanes will need his help too.
The Mid Game
The mid-game in most amateur matches is when everything goes wacko. Some towers have been pushed down, and everyone is ganking everywhere. While it is unlikely that either team will make a
Fire Giant attempt, be on the lookout for one or two of the enemy damage dealers, especially their ADC, trying to sneak a
Gold Fury by you.
Ward the Gold Fury. Or have the support ward it, if it's on the other side.
This stage is also called the
teamfight stage for good reason. They will pop up everywhere. If you can get to one in time (that means if it just started and it isn't farther than
one lane away from where you are), go join it. Do mop-up work, as teamfights tend to happen where there are no wards, and you can find enemies escaping who have no idea you're coming. If it's too far away (for example, the opposite jungle or long lane), just sit tight and splitpush. No, you aren't built for it. But it's better than the entire team ambushing you because you got to the fight too late.
Ward up and push.
Also, if you see an opportunity to start a teamfight,
communicate with your teammates. Have the tank initiate, if there is one, and then watch the CC fly. When you think you have seen most of it go by, jump in and ult.
notes on ults
Make sure your team isn't going to retreat and leave you stranded. Your ult leaves you stuck in one place for a while, and it would not work well if you ult and they all back off, leaving you to die.
Also, if you have
Spiked Shell, you should activate it
before you ult. I haven't managed to activate it mid-ult, so if you forget, it's just kinda too bad.
Teamwork
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If you see the jungler in a bit of trouble, don't be afraid to body block the hits. Especially if Neith just sent an arrow his way. Him dying leads to your team being way more behind late game than you dying, because junglers tend to be behind anyway. Also, you may survive, especially if the jungler turns and uses you as a distraction while they kill whoever was chasing them.
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If mid is dead, take over for a while. You can play a decent mid role, and the jungler can take over for you in solo for a while. Just make sure you have a lot of Wards and are watching everywhere for ganks. When mid comes back to lane, don't just immediately leave and go roam again. Push the lane to the tower first.
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If you see either jungler (yours or theirs) going somewhere, go there too. There are probably enemies going that way that you can't see, and that spells TEAMFIGHT. Late game, with your 2-second silence, you are a serious teamfight presence and shouldn't miss out (see note above about teamfights).
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Objectives and the Final Push
In this stage of the game,
Ward EVERYTHING. It is hugely important that you know where everyone is at any time, and since each person can only buy 2 wards and 1 sentry ward at a time, everyone has to contribute to the cause.
Sentry Wards go in objectives, regular
Wards go in jungle pathways, beside jungle buffs, and in lanes you don't intend to be pushing. Too many times, I have been on a team that was ahead, decided to skimp on
Wards, and lost when the enemy team managed a deicide and steal as we attempted the Fire Giant.
Also,
stay in groups. The optimal setups for this stage are either a group of 5, all pushing each lane in order, or a 4-1 split push. If your team decides to split push,
you are not the split pusher. That is the job of your friendly local ADC. Stick with the group, preferably at the back, and threaten any enemy gods that show up with your horrible silence.
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Note: When you take the Fire Giant, DO NOT recall from the Fire Giant camp, because that is exactly where they will look for you. Instead, go to somewhere that your allies aren't going and back from there. Course, if they're all dead (lucky you), go ahead and back from wherever. It won't matter.
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First of all abilities.
I agree. Ult and 3 get priority. But I think you should stil drop a point into 2 before Lv 5. Just so you have the option open at least. Then upgraded as necessary or put off until later if desired.
Items:
demonic grip: I'm not a big fan of this item. Your 1 is your main applet of blight. 1->3 is your main farm/poke combo. Even if you are Savin your 1. You sound like you don't use your 2 much. It applies blight just as well. If you stand to the side the whole minion wave can be hit.
Is also change divine ruine to a solid B since it's usually more niche but again I'm mid more often than not so I don't see extreme heals too much. Hel and change being exceptions.
Non core items: no pythag piece? It may not give as much power as Bancroft but it has life steal for days. It also gives life steal in aura so it's a nice benifit for your friends in a team fight.
Poly: good item. I think it deserves a slightly lower rating. But it does deserve a spot on the list. I just feel most people over value poly.
I agree with pretty much everything in the game play. I'd also add that of you happen to be far ahead in your lane, don't be afraid to roam and make some plays. Hades 1 v 2s very well. If you see the jungler is preoccupied/dead feel free to move around a bit.
Also as a possible addition. Depending on your confidence (this is for mid as solo gets blue buff). You can buy meditation to increase your sustain. With hades heal and a strong mana source you won't have to leave lane ever. Your sustain should be legendary. And constant sustain can really help give you a lead on your opponent.
Over all I liked the guide.
srry but hades rips holes in everyone
Not entirely sure what this is supposed to mean. If you mean that a fed Hades can decimate entire teams, then yes. If you mean he can end up with the top player damage in a game, no. That always gies to the hunter or jungler (if they're competent).
Also, not sure why you posted it twice.
Also, the Spear of the Magus is more for the sake of when you rotate to mid lane. Its debuff will allow your mid's abilities to hurt even more, and as Hades isn't built to be just oozing kills, I tend to build him around more of an assist, "leave them open for my teammates to finish off" mindset. Many games I build both, just to make sure nobody's magical protection is effective.
I usually sell Demonic Grip late game, as it was just there early on to make me less dependent on using my only viable escape as part of my farming. I would AA all the minions, and then just use my 3. That way I didn't have to worry about being caught nearly as much of the time.
let's start with your core. As far as I normally play hades Demonic Grip doesn't make sense to me because what you do mostly is clear with 1-3. Hades damage is more on his abilities so you won't be aa as much other then clean up etc.
I also somewhat agree and disagree with spear of magus this item is mostly really effective on the ult (on the 1-3 obsidian is better) his other attacks are more dependent on obsidian
this is all (also I find bacroft better then poly on him because of the LS)