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Honor of Kings
Cheat Codes:
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Submitted by: David K.
Useful Tips and Tricks:
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* Donghuang ult bypasses Destiny (item that makes you invincible for
1 second after taking fatal dmg).
* Alessio can be knocked up midair.
* Skillshots like Mozi or Kui S2 and attacks like Sun Ce’s ultimate can miss
if the target is knocked up.
* Both Liu Bei and Fang are ranged, which means they cannot gain the atk jg
item’s effects.
* To reduce Allain’s damage from S1, just walk behind him.
* It is possible for Arli to enter bush unnoticed (even by turret) using
umbrella.
* Characters that have CC immunity or that can place down walls/impediments
can block Sun Ce’s ultimate without being knocked up.
* Augran’s bridge can be blocked by Ata’s Ult.
* When Consort Yu uses her ult, she will not jump backwards the same distance
she jumped forward. She can cross walls but there is no guarantee she will
cross back.
* Consort Yu’s S2 has a very brief moment of CC immunity when she activates
it (< 1s)
* Diaochan S2 makes her untargetable.
* Dolia and Heino have a secret skill that creates a golden field in which all
heroes freeze but can take damage, save for Heino who can move around.
* To activate the skill, both Heino and Dolia must be Lvl 15.
* Heino must ult, then Dolia must ult Heino, and then Heino must ult again
to create the golden field.
* Donghuang and Liang ults both suppress, which bypass CC Immunity.
* Donghuang’s ult cannot be interrupted unless he dies.
* Liang’s ult can be interrupted by CC.
* Decay caused by Ziya S1 or Dr. Bian’s skills causes dmg over time, but heals
from items or the heal everyone has can still be used without being cancelled out.
* Fang S1 can be cleansed.
* All of Marco Polo’s skills can trigger normal attack effects.
* Fuzi’s dmg reflection from his S2 can trigger normal attack effects
* Buying two items with similar passives (Ex: Frostscar + Master Sword) will
only give you the passive of whatever you bought last.
* Kaizer’s S2 dash cannot go through walls but his enhanced normal attack can.
* Gan & Mo’s S1 dash cannot go through walls
* Lian Po is generally not affected by antiheal since his passive only heals
when he is out of combat
* Liang gains movement speed while inside his s2
* Written in his passive.
* The activation time of Liu Shan’s S1 CC can be sped up because it’s an
enhanced normal attack.
* Unless it specifies, damage reduction also reduces true damage. For instance,
Fuzi’s s2 is true damage reduction.
* Buying physical penetration on Lu Bu is not recommended because he mainly does
true damage which is not affected by PP
* Mayene will regenerate energy faster while using her passive
* Written in her passive.
* Luban No. 7’s enhanced normal attack will do 6% max HP physical dmg, and
increases by 1% for every 100 phys atk he has.
* Written in his passive.
* Milady can Ult minions, enemies, objectives, and turrets.
* Arthur can dash through walls using his S1 or Ult as long as there is an
enemy/hero
* Arthur can only ult heroes. Also, his ult does 16% max HP magic damage
* Ming s2 cannot attach to monsters but can to minions
* You can still cast skills (like Charlotte’s Ult which grants CC immunity)
while inside of Mozi’s ult as it’s a burst of short stuns, not one long stun.
* Musashi’s Ult casts Imperil on the target, which reduces their healing to 0
while it lasts.
* Written in his ult.
* There are small “relationship” buffs when playing with certain combination of
characters, based on their lore relationship.
* Physical Lifesteal only affects basic attacks, skills cannot regenerate health
from that.
* Moving or being CC-d while using the teleport in Clash lane will cancel the
teleport. Also the teleport can be seen by everyone.
* Sima Yi’s ult will leave a mark on the ground, showing where he will arrive,
so you can simply apply CC there before he lands.
* The majority of characters will pause briefly before activating a skill shot,
save for some heroes like Marco Polo or Sun Bin
* Wukong can execute monsters (except objectives) below a certain HP% by dashing
through them with his S2
* Yang Jian’s S2 enhances his basic attacks with true damage if the hit enemy
has more HP% than him.
* Written in his S2
* Yaria’s Ult CD is reduced if she cancels it before the shield breaks.
* Written in her ult
* Arli and Musashi can block projectiles and other attacks like Ying’s 3x
enhanced basic attack, Fuzi’s S1, etc.
* You can use CC immunity skills to dodge Fuzi’s Ult
* Zhang Fei is CC immune while using his ult.
* Written in his ult.
* You can stack fire in one place using Zhou Yu S2 + S1 if you are next to an
uncrossable wall like the border of the map.
* Ziya can only limit break one hero.
Advanced Tips for Lam Targeting:
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* In CN server, due to advanced targeting setting, lam has the ability to
manually aim auto attacks to dash through waves.
* NA does not have this capability, but with hero lock targeting we are still
able to replicate this effect with heroes.
Many players are unaware that lam’s enhanced auto attacks can be directed manually
with fast tapping, to dash right through frontline to assassinate adc or mage.
This is achieved by auto attacking the first target, then quickly tapping on the
hero lock icon of the next enemy hero you want to dash to (pressing the auto attack
button again is not necessary).
Note: After dashing past the last hero you can s1 > ult directly onto enemy adc.
Lam can also outplay opponents by dashing past them during one on one scenarios.
By auto attacking through his opponent, then immediately using s1, he can slip
past many champs when trying to survive.
Current Roamer Strategy:
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-=Early Game – Take Skill 1=-
* Go to Mid, check enemy jungler’s Golem.
* Briefly wait for mid enemy(s) to show themselves, gank with Charged Skill 1
to scare em off.
* Clear Mid minions w/ ally mage if Farm ally is okay; otherwise, go to Farm to
assist after clocking the jungler.
* Minion clear with Guan Yu is pretty bad early to mid game, so you’re mostly helping
allies with their farm vs farming on your own.
* Gank or engage with Charged Skill 1 (knockback) + Skill 2 (cleanse) to escape, or
Finish an enemy with Charged Skill 2 (slow) + Skill 1 (slash).
* Charged Skill 1 also has a pretty long range, can sometimes Finish enemies from afar.
* Continue to go back n forth between mostly Mid & Farm, engage Clash as needed.
Don’t stop moving unless you’re recalling to Base, farming with an ally, or finishing
an enemy with basics.
* Once you have your Ult, best engage combo imo is Charged Skill 2 + Skill 1 + Ult
+ Charged Skill 1.
* Charged Skill 2 is a great way to disperse the enemy team.
* Charged Skill 1 is better for focusing on a single enemy.
Ult is better uncharged in my experience, the extra cleanse is so much more useful
than an extra pop of damage.
Tips to Rotate as a Roamer:
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For reference on skill level, I just hit GM as a solo queue roamer. I was stuck
in Masters 1 for over a week, so my skill ceiling is probably low GM.
Regarding rotation, always start mid. If you’re someone who can grab a golem, then
try to reset the enemy jungle at the start. If the enemy can pull golem, then your
priority is to defend your jungle. After the first wave and river creep, check one
of the golems to give your team knowledge of where the jungler started. After the
second wave, go help a side lane. Priority goes to whichever side the enemy jungler
should wind up. After that, it’s usually sticking around mid or farm lane. Mid has
priority if the enemy is gathering to take mid tower. If at all possible, though,
you want to ensure farm lane stays alive and farms for late game.
Gold Tyrant has priority at 4 min, purple has priority a few minutes before and
then right after 10 min. (If you get the purple one around the 8 min mark, you’ll
have lane pressure for an easier purple secure after the 10 min mark). After the
10 min mark, it really depends. Sometimes you need to babysit someone (whether
they’re a mediocre player or just need help escaping after split pushing). Sometimes
you need to stick with the group for a team fight.
As a side note, if you fall behind and the enemy roamer gets to rotate before you,
it’s usually a good idea to go the same way unless your teammates have proven they’re
watching the map and know to back up for that wave. The exception to this is if you
would rotate too late to help; then it’s best to either do some jungle scouting or
help on the opposite side lane.
Overall, I’d say the roamer’s job for rotations relies a lot on your ability to adapt
to your team. Even if your team is rotating the “wrong way,” it may be worth it to
go with them to ensure some sort of objective secure.
On the topic of the 3 heroes OP mentioned: Kui and Guiguzi can pull golem, so that
is a priority at the start. Guiguzi is much harder to do, though, since they can
kite the golem away from the wall. I don’t have any experience with Dolia since
she’s always banned, but what I do know is river is king for her, and she wants to
stick to someone with a super important ult (i.e., Kaiser).
Athena: Fighter Hero Guide:
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Go attack speed boots, Dreamforged – Tempest, then full crit. Spell take Disrupt.
* Go exp lane.
* Do not trade with the enemy, unless the enemy wasted all abilities on the minions
or something.
* If you die, respawn at minions. Do not chase the enemy, you will probably die
again.
* Once you got Dreamforged – Tempest, do not limit yourself to just using s2 for
damage. By this time, spamming basic attack deals more damage.
* Once you finished your first crit item, start solo pushing.
* You died.
* When you have 20 or less seconds to respawn, go to the lane with the most amount
of enemy minions and solo push there. If there is no enemy minions pushing towards
your side, go to the side with most allied minions and push.
* When pushing a turret, if 2+ enemies go towards you, don’t run away. Spend you
last health dealing 4-5 extra basic attacks to the turret dealing 2k more damage
and possibly destroying it. If you attack the enemy or run away, chances are you
are going to be slowed/pushed back and die.
* Win by destroying every turret.
-=Gameplay Tips=-
* If enemy turret dive you, use s1/s3 to stay healthy, and use disrupt to boost
your own turret into killing them.
* You can get assists when dead if the enemy dies near your spirit.
* If you are going to solo push a lane while reviving, but notice that enemies are
following you, do not move towards your teammates. Your teammates will die and
report you for your contribution of 1 additional death in the teamfight.
* Move towards your turret or the enemy turret. Disrupt is your best friend.
* In early game, after you cleared your lane, do not contest the river. Stay in
turret/grab the monster at your side.
* Do not recall in early game if enemy minions are about to reach your turret.
Dying = 80 gold difference, but minion crash = 150 gold difference(including xp)
Athena solo push is all about mid game. The later you reach mid game, the more
likely you are getting reported by the end of the game.
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