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Author Topic: Rampage Guide [tradius]  (Read 34479 times)
Tradius
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« on: October 30, 2009, 02:24:29 am »

Rampage



--------------------------------------------------------------------------------------------------

:: STATISTICS ::

Attack Type= Melee
Attack Damage= 45-55
Attack Range= 100

Movement speed= 295
Turn rate= 320
Armor= 5.40
Magic Armor= 5.5

Strength= 23
Agility= 17
Intelligence= 15

Strength per level= 2.5

Agility per level= 1.7
Intelligence per level= 1.8

--------------------------------------------------------------------------------------------------

:: SPELLS ::

Stampede -


Rampage points out a target to his rhino,
starting a Stampede that slowly builds in
speed and power until reaching the target,
stunning them.

Level 1 : Charges towards target and stuns for 1 second
Level 2 : Charges towards target and stuns for 1.5 second
Level 3 : Charges towards target and stuns for 2 second
Level 4 : Charges towards target and stuns for 2.5 second

Mana cost 120
Cooldown 40

Stampede Effects -
+10/15/20/25% Movementspeed
+10/15/20/25% Movement Speed per charge (1 every 3 seconds)
Unitwalking
Treewalking


Might of the Herd -


The rhino Rampage rides is a born leader,
enhancing the movement of any nearby allies and
giving Rampage more damage the faster he is moving.

Level 1 : 4% of Rampage’s movespeed becomes damage.
Level 2 : 6% of Rampage’s movespeed becomes damage.
Level 3 : 8% of Rampage’s movespeed becomes damage.
Level 4 : 10% of Rampage’s movespeed becomes damage.

Mana cost n/a
Cooldown n/a

Horned Strike -


There is a chance Rampage’s rhino unleashes
a devastating Horned Strike when he begins an attack,
doing bonus damage and pushing then enemy backwards.

Level 1 : 17% chance on attack to push 140 units over 0.95 seconds. Dealing 25 bonus Magic damage
Level 2 : 17% chance on attack to push 180 units over 0.95 seconds. Dealing 50 bonus Magic damage
Level 3 : 17% chance on attack to push 220 units over 0.95 seconds. Dealing 75 bonus Magic damage
Level 4 : 17% chance on attack to push 260 units over 0.95 seconds. Dealing 100 bonus Magic damage

Mana cost n/a
Cooldown n/a

Favor of Sol -


Rampage, favored by Sol, calls upon his power
to move so quickly he instantly appears next to
an enemy hero of his choosing, dealing damage
and pushing them back.

Level 1 : Moves rampage next to his target dealing 100 bonus Magic damage and triggering level 4 Horned Strike
Level 2 : Moves rampage next to his target dealing 200 bonus Magic damage and triggering level 4 Horned Strike
Level 3 : Moves rampage next to his target dealing 300 bonus Magic damage and triggering level 4 Horned Strike

Mana Cost 200/250/300
Cooldown 75 seconds

--------------------------------------------------------------------------------------------------

:: SKILL BUILD ::
Horned Strike,
Might of the Herd,
Horned Strike,
Might of the Herd,
Stampede,
Favor of Sol,
Horned Strike,
Might of the Herd,
Horned Strike,
Might of the Herd,
Favor of Sol
Stampede,
Stampede,
Stampede,
Stats,
Favor of Sol,
Stats,
Stats,
Stats,
Stats,
Stats,
Stats,
Stats,
Stats,
Stats.

--------------------------------------------------------------------------------------------------

:: ITEM BUILD ::
Enhanced Marchers
Lifetube (optional)
Hack & Slash
Abyssal Skull
Shrunken Head
Behemoth's Heart
Demonic Breastplate
Savage Mace

--------------------------------------------------------------------------------------------------

:: SUGGESTIVE GAMEPLAY ::
Once the game start, purchase Marchers and perhaps a few pots for health. These marchers should increase your movement speed, additionally, stacking on more movement speed with Might of the Herd. As per normal, you should try to deny the enemy hero as much as possible by killing your own creeps when they are low on hp. This is especially important if you are in a lane by yourself (solo-ing) and have more than an enemy hero or a ranged enemy hero. Always remember to try to let the creeps fight as near your tower as possible, for this helps a lot if you want to kill the hero at level 6. Do try to harass the enemy hero as much as possible by occasionally landing a hit on hit. And if things really get out of hand, head back to purchase a Lifetube or just try to stay out of range of the enemy hero and leech the experience. Once you hit level 6 and the enemy hero has less then 300 hp, Favor of Sol the enemy hero immediately, you should be able to kill him. Otherwise, try and backstab any heroes that do not have full health. What you can to is stampede at an enemy hero from a hidden location and keep hitting him until he runs away. By this time, you should have enough mana to Favor of Sol him and continue pummeling. You should be able to rake in a kill this way. Do take note that mana should be full to pull off this combo.
« Last Edit: November 01, 2009, 06:47:10 am by Tradius » Logged



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BLACKYYY
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« Reply #1 on: October 30, 2009, 01:47:22 pm »

imo lifesteal is nearly worthless without hackn slash .. i would go for it after boots
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firegrafx
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« Reply #2 on: October 30, 2009, 02:41:51 pm »

is there absolutely no way possible to stop using DOTA terms in these guides.  Some people are playing this for the first time and it makes it nearly unreadable..
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Tradius
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« Reply #3 on: November 01, 2009, 06:39:41 am »

imo lifesteal is nearly worthless without hackn slash .. i would go for it after boots

Advice has been accounted for. *edit*

is there absolutely no way possible to stop using DOTA terms in these guides.  Some people are playing this for the first time and it makes it nearly unreadable..

Sorry, forgot that part. Please tell me if there are anymore errors. *edit*
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j0naggg
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« Reply #4 on: November 07, 2009, 09:44:53 pm »

Horned strike to me isn't that important at lvl 1. As usual, % based skills early game aren't that useful, because they are often times unreliable. It would deem more sense to get might of the herd, because it gives you somewhat a stable amount of damage that you can consistently rely on instead of trying to proc a chance at random. Horned strike really should be left at level 1 for a while IMO, because you get it only for the knockback and stun, not the actual damage.
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Tradius
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« Reply #5 on: November 07, 2009, 10:14:04 pm »

Horned strike to me isn't that important at lvl 1. As usual, % based skills early game aren't that useful, because they are often times unreliable. It would deem more sense to get might of the herd, because it gives you somewhat a stable amount of damage that you can consistently rely on instead of trying to proc a chance at random. Horned strike really should be left at level 1 for a while IMO, because you get it only for the knockback and stun, not the actual damage.

I disagree, but I see which way your coming from. Yes, Horned strike is a % based skill, and if it were another % based skill, it would probably be suggested not to get it early. Though, Horned strike is an exception to that, in most opinions. In any lane, if you harass enemy melee heroes to the extent of successfully horned striking the enemy hero, the disable time and damage that it deals is close to the amount of damage an average disable/nuke would give. With that said, once you've horned striked a harassing enemy hero, all you and your lane partner have to do is attack him a few hits and spam spells. In most cases, this usually guarantees a kill early-game if the partner whom you are laning with has good nuke/disable spells.

This is why pollywog priest, glacius, pyromancer, blacksmith, plague rider, succubus, hammerstorm, puppet master, torturer, legionnaire, behemoth, jereziah, pebbles, predator, pandemonium, electrician, magmus, pudge, malikan, pharaoh, pestilence, andromeda, arachna, swiftblade, moon queen, darklady, or madman should be chosen to lane with a rampage.
« Last Edit: November 07, 2009, 10:16:25 pm by Tradius » Logged



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NorseRafa
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« Reply #6 on: November 09, 2009, 05:49:19 pm »

Also, horned strike is relatively unique among % based skills in that you get the max percent at level one, making it a little more reliable than other skills.
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Flashstepper
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« Reply #7 on: March 09, 2010, 12:06:52 pm »

I don't think you have right with this guid. I self play 1600+ games, and I would say that the item build is wrong.

1. If you random Rampage buy "lifetube" at first!

2. If not random:

start:
boots
1 heal potion

early:
iron bucket
steamboot
lifetube
helm of black legion

late:
firebrand
frostburn

luxus:
riftshard
charged hammer
armor

If you play against range you can kill him at lvl 6 without any problem! Smiley
Attack, chance for horned strike, favor of the sol, and if he run charge. GAME OVER Smiley
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LeftBower
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« Reply #8 on: March 10, 2010, 06:14:15 pm »

No love for elder parasite?

The way I see it, it has synergy with rampage. His horned strike will proc more if you hit more, and the extra MS adds to the damage from might of the herd. I'm not sure about steamboots either, marchers are a lifesaver, and the extra speed (both normally and with the use) also add damage. Mu build works something like:

Start:
Boots
Runes of Treenomming

Early:
Fort Bracer
Enhanced marchers
Elder parasite

Later:
Frostburn
Helm of the Black Legion (get this before frost if you feel you need it sooner)
Firebrand

Luxus:
Riftshard
Charged Hammer
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Mchief
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« Reply #9 on: March 10, 2010, 08:00:12 pm »

1.horned
2.herd
3.herd
4.stamp/herd
5.stamp/herd
6.ult ofc

steamboots for 35 atkspeed, u'll get enough damage soon.
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Flashstepper
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« Reply #10 on: March 19, 2010, 03:27:06 pm »

You don't need Elder parasite, becaus your normal attacks will be enough, so it's waste of gold. Smiley
It's better to get regen + def = Helm Of Black legion = Tower dive in early game.
Elder parasite is also bad in lategame becaus you will get 20% higher damage on yourself by use. NOT GOOD IN TEAMFIGHTS Smiley
Ofc. If you can disable like chronos it would be good, but that's not a thing rampage can do (:
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Tradius
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« Reply #11 on: April 12, 2010, 01:43:06 am »

Start with Boots = Bad
Elder Parasite = Bad
« Last Edit: April 12, 2010, 01:44:43 am by Tradius » Logged



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