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Update: As of the last patch puppet master

has a base agility of 20, furthermore, his


base str is 18, his str gain/level is +1.9, his
agi gain is +1.5/level and his int gain is
+3.1/level

Skills: Learns Puppeteer's hold, Puppet Show, Whiplash,


Voodoo Puppet

Disclaimer:
Welcome to my Puppet Master guide. Just to introduce myself, I play under the tag
Trainingday in HoN/Cod4 and the tag TinyBlackTears in dota. I have played dota for 5
years now and have acquired a good taste for all fields of play, from pub level to scrim vs
EG/MYM level. This is my first guide I have ever written, and if it goes ok, it will
hopefully not be my last. This guide is meant to be straightforward and to the point. I will
not go over basic skills like last hitting and ward placement, however, you can refer to
Nome's guide on warding by following this link
http://forums.heroesofnewerth.com/showthread.php?t=4839

Skills:
Puppeteer's Hold: The puppet master ties up an enemy with puppet strings. The
strings slow down an enemy's attack speed and restrain movement

Target: Hostile Unit

Type: Magic, note that this spell cannot be casted on a hero who is already magic
immune, however, if a Hero gains magic immunity after being held, they will still be
"held". AFAIK this skill can be countered by blink type skills but that knowledge is not
reinforced.

Range: 600
Radius: 400
Mana cost: 115/140/165/205
Cooldown: 14 seconds at all levels
Duration: 3/3.75/4.5/5.25 seconds
Status: -10/15/20/25 attack speed

Notes: Puppeteer's hold will apply a constant "pull" toward the location at which it was
casted. If the afflicted unit reaches the radius, it will quickly be pulled back toward the
original location. The loss of attack speed is almost negligible, so this skill can indeed by
considered a movement disable, nothing more, nothing less. In dota terms, this is similar
to what sprout does (not completely true, but the closest comparison). Also stops many
heroes from using displacement type spells.

Puppet show: The puppet master enslaves an enemy unit as his puppet. The target is
driven crazy and will attack the closest unit, be it friend or foe.

Target: Hostile unit


Type: Magic
Range: 700
Radius: 250/300/350/400
Cooldown: 30/28/26/24 seconds
Mana cost: 125/140/155/170
Duration: 2.5/3/3.5/4 seconds

Notes: attacks are non lethal. Note the range on this skill, and how it is superior to
puppeteer's hold. Also note the cooldown. This is not a skill you want to throw away
lightly. You will not be given the opportunity to use this skill twice in one fight. I
consider this skill superior to puppeteer's hold in general and to be quite blunt it is your
go-to skill. You will be initiating ganks and disabling key heroes with this skill. You
better get good with it.

A "crazed puppet" hero will prioritize allied heroes first, allied creeps second, and finally
anything else that passes through the 250/300/350/400 radius. A hero affected by this
debuff also has unit walking.

Whiplash: Imbuing his attacks with his magical puppet strings, the Puppet Master is
able to increase his base damage and unleash devestating attacks that damage multiple
opponents.

Type: Passive
Effects: On every 5th attack, the puppet master's attack does 125/150/175/200% dmg and
splashes for 25/50/75/100% in a 200 radius. Also passively increases base damage by
5/10/15/20%. Removes one charge every 12/10/8/6 seconds when not attacking.

Notes: Everytime you attack the icon for whiplash will have a number that decreases.
Once it hits 1, your next attack will apply whiplash, and the counter (number) will go
back to 5. There's not much to say about this skill, it will help you last hit and help your
farm. The "harrassment" aspect of it is highly overrated. Note that the % damage of
whiplash assumes that 100% is normal damage. In other words, 200% dmg is essentially
a 2x crit, and 125% dmg is 1.25x crit. Every 5th attack is amplified by all dmg, whether
raw or gained from levels/stat items. The passive dmg % bonus applies stat/stat items
exclusively.
Furthermore, the splash on every 5th attack is dealt as pure damage and is effected by the
125/150/175/200% bonus, in other words, once maxed out you are essentially splashing a
2x crit on all units within 200 aoe of the target. The 0.1.48 patch means you can go into a
fight knowing that your first attack will hurt.

Voodoo Puppet: The puppet master imbues the essence of an enemy in a puppet. The
puppet can then be attacked by the puppet master or his allies. The voodoo puppet takes
increased damage, and will apply damage taken to the target as magic damage.

Target: Hostile Unit


Type: Magic
Range: 600
Cooldown: 150 seconds
Mana cost: 150/200/250
Voodoo puppet takes 160/180/210% dmg and has 5.5 magic armor (same as heroes). It
has 450/700/950 hp and transfers all damage to the target in full, even if it dies. The
puppet lasts until the unit moves 1500 dist away from the target, or the puppet is killed.
As of 1.30.1 patch, voodoo puppet cannot be dispelled. Voodoo puppet has armor value
of 0.

Notes: I recommend casting puppet show over puppeteer's hold when chaining your ult
since puppet show silences and has better cast range. That doesn't mean puppeteer's hold
+ ult is bad, but you can certainly run into problems if the enemy hero is more then
willing to fight back. You do not want to waste this skill.

While certainly useful, it has a 150 sec cd, which imo is far too much for what is
essentially a single-target nuke. Make sure you communicate with your teammates and
tell them who you intend to ult. Finally, math proves that attacking the puppet is
ALWAYS better then attacking the hero, regardless of physical armor, magic armor, or
level of voodoo puppet.

Finally this spell's damage does not go through magic immunity.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~

Core analysis: This is where we analyze hero-specific stuff like stat/stat gain and
movespeed. The Puppet Master's base stats/stat gain are above average, with a str gain of
+1.9/level starting at 19 base str, he is durable relative to other int heroes. He has a 600
range, a decent base armor of 2.38, and 300 movespeed. As far as the basics go, the
Puppet Master is on the right foot. His stats are generally higher then most other int
heroes, he has 600 range, and his base armor and movespeed surpass those of other int
heroes. His base damage is nothing to be proud of, but luckily whiplash augments that.

However, he has no nukes, and his disables are what I call "pseudo-disables", they are not
true disables and are not always reliable. From this, we can determine that puppet
master's early game comes in the form of last hits/denies, and to be honest that's about the
extent of it. Trying to harass with whiplash will not only draw creep aggro but will likely
result in a nuke/stun combo to your face.

Puppet Master is likely the best farmer in the game. I have quite a bit of experience
playing other strong ricing carries like Maliken, War Beast, tDL, Madman, Magebane
and even Zephyr. And with all that in perspective, Puppet Master is the safest bet for
farming the best. If you want to crush your opponents with 20k in gear after 45 mins,
read on.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~

Skill build:
1: Puppeteer's Hold
2. Whiplash/ Puppet Show
3. Whiplash
4. Puppet Show / Whiplash
5. Whiplash
6. Voodoo Puppet
7. Whiplash (maxed out)
8. Puppet Show
9. Puppet Show
10. Puppet Show (maxed out)
11. Voodoo Puppet
12. Puppeteer's Hold
13. Puppeteer's Hold
14. Puppeteer's Hold (maxed out)
15. Stats
16. Voodoo Puppet (maxed out)
17-25. Stats

Whiplash is taken ASAP due to the last hitting it provides. You may be wondering why
we do not take his disables ASAP, and the reason is simple, remember, they are pseudo-
disables that don't even deal damage. Furthermore, even low levels of his disables still
accomplish a reasonable amount compared to higher levels. If you think there is risk of
dying early or getting an early bloodlust, take puppet show at level 2 instead of level 4.

As of a recent patch puppet show is incredibly superior to puppeteer's hold and should be
prioritized over it.

His ult is strong despite the cooldown and should be taken whenever possible.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~

Item build: This section has been revamped. As of the 0.1.63 patch, the item build for
puppet master has become much more straightfoward and more deadly.

Core items (early):


-Steamboots
-Whispering helm

- This hasn't changed at all. The whispering helm rush followed by steamboots is core for
vitality, ias, and most important of all, ancient stacking.

Core items (mid):


- Great Arcana -> Harkon's Blade
- Shrunken Head

- You might remember how I made a rant about how Harkon's was possibly the single
most impractical item in the game very shortly after it was introduced. The dps potential
of harkon's easily outdoes what even riftshards and doombringer bring to the table, but no
hero with the exception of puppet master had the mana pool to manage its high upkeep,
and even on puppet master it was one of the last items you would realistically complete.

However, that has changed and harkon's is much more usable now...and just as deadly. I
don't want to repeat myself as I already did an analysis on the effects of the harkon's on
puppet master so I will just post what I said earlier near the end of the guide.

Shrunken head is still core, should be no surprise there. People don't like getting beat
upon by a 600 range int hero who can tear people up in seconds. Shrunken head basically
says "Too bad, accept it and lose".

Luxury Items (late)

This will vary and honestly you shouldn't be getting the exact same items at this point in
the game every single game, you should be adapting. Nevertheless, your premiere
choices should be:

Kuldra: Enough mana regen to use harkon's freely. Very nice stat boost and a hex that
will prove invaluable against heroes that you need to remove asap in a fight.

Hellflower: Same thing as kuldra basically, provides more dps though and is my
preferred choice against carry heroes that do not go shrunken head for whatever reason.
Combined with puppeteer's hold that's 5.25 seconds where they have no chance of
escape.

Symbol of Rage: The natural upgrade of whispering helm. Very generous str buff and
nice active. Remember that whispering helm summons have no duration, so make sure
you are satisfied with the amount of summons you have before you make the final
upgrade to symbol. If you upgrade and your summons are dead, that means no more
ancient stacking for you.

Geometer's Bane: Images carry over whiplash and magic damage. Similar to
shieldbreaker characteristics, the magic armor reduction will not stack but each image
can apply their own debuff. This is an incredibly dangerous item late game on puppet
master. Combined with his snares and his range, by keeping the images alive you are
gaining a MASSIVE boost in dps. There's just one catch, make sure you have harkon's
activated before you cast geo.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ancient Creep stacking: This is a skill that takes practice, that's all there is to it. Let
me first say, that stacking in HoN is easier then in dota, due to smaller checkpoints, a
checkpoint is an area in a creep camp that checks for creeps/wards every minute, and will
spawn a creep camp if there are no creeps or wards there.

Also, creeps controlled by whispering helm do not expire after a period of time like they
do in dota.

- First, dominate a strong creep, preferably the vagabond leader, but either the catman
champion or minotaur work ok as well.

-Hotkey the creep, and send them to either ancient camp, close, but far away so that they
do not draw aggro.
- At every :52-57 seconds, have the dominated creep draw aggro from the ancients, and
immediately pull it back, if you are on legion, pull it bottom, if you are on hellbourne,
pull it top.

- The :52-57 second range is rather general and basically, the more creeps you have
stacked, the more time you will want to allow them to leave the creep camp.

- You can stack as many times as you want. It gets harder as the stacks build up though,
and I typically go kill a stacked creep camp after 3 or 4 stacks. If you are using a
vagabond leader, you can simply nuke the stack and to prevent any damage to the creep.
You can do this 3 times before it runs out of mana.

- Your neutral is bound to take damage while drawing aggro. If it takes too much damage
send it to the fountain to heal before returning it.

- Gain vision of the entire stack, and attack in the center, where whiplash will affect the
most creeps. Run back, attack, run back, attack, until you are approximately 800-1000
dist away from the camp, this is where the ancients will begin returning to their camp.
Two things that are key here, is to remember PM has 600 range, and that he has whiplash.
Keep an eye on the counter and use it to your full advantage.

- This gets easier once you have stronger items. I have killed like ~8 stacked ancient
camps with nothing more then 2 bracers, steamboots, helm and great arcana. Yes, it took
me a while, but it was well worth it.

Laning: Puppet is not a strong solo despite what people think, sending him mid solo is a
one-way ticket to being crushed by soloes who will surely abuse bottle in much stronger
ways then puppet can. These heroes include:

Thunderbringer, Soulstealer, Defliler, Torturer, Pharaoh, Voodoo Jester, Pollywog priest,


Moon queen and even Pyromancer. Other heroes that don't need bottle but that can likely
outsolo a puppet master anyway include Hellbringer and Blood Hunter.

So where should we send Puppet Master? Long story short, the side lanes. If he can solo,
great, if not, that is fine too. Focus on last hitting over harassing, because harassing is not
a good idea when you have pseudo-disables and no nukes. If the enemy is slow to retreat
from a creep wave, cast puppeteer's hold or puppet show.

Ganking: Open with puppet show if there is someone for the target to attack, and then
chain with puppeteer's hold. Ult if needed (before puppeteer's hold but after puppet show)
and auto-attack bla bla. If you are casting on the same target, please chain your disabling
spells to make the most use of them, this should be common sense. Use shrunken
head/geometer's bane/kuldra/hellflower/harkon's as needed.
Team fights: Ult either the carry or key disablers like succubus, but watch out for
magic immunity. Cast puppet show like you would hex, because in a team fight scenerio
puppet show is basically hex. Use puppeteer's hold as need be, don't cast it just because
you can, look for enemy heroes that are fleeing or will greatly suffer from its effects
(melee dps hero) or to save an ally who is being chased by an enemy hero. Again, use
your item spells as need be. Something you should remember is that Voodoo puppet has
0 armor, therefore activating symbol of rage and then attacking the puppet will cause
your hp to skyrocket.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~

Replays:
Replays are unfortunately not backward compatible before 0.1.63 and as such all the
replays I had before are invalid are a waste as I will never be able to see them. If you feel
you have a good puppet master game, send me the match ID and I will check it myself
and see if it is worth uploading to my guide.

Edit: Your replay should follow the basics of my guide. In particular, I want to see
ancient stacking done, no it doesn't have to be perfect, but your replay should
demonstrate how ancient stacking on puppet master gives you a massive edge in gold. I
would HIGHLY prefer that you follow my guide to at least the steamboots + whispering
helm + harkon's point. As Puppet Master is a hard carry I would prefer if the game lasted
40+ mins and if you demonstrate very strong farming abilities: 20k in a hour (which I
personally think is incredibly leniant as a very strong puppet master player in an ideal
game could probably do it in 45 mins), or 400+ creeps/hr, which, again, should be
cakewalk if your early game and ancient stacks go well.

Well I still have a few replays pending so keep em coming if you have them. For now,
check out replay 22281780. My first game as puppet master in a long time, but luckily I
manage to accomplish everything in this guide. The game was a 5v5 AP game with
Brazilians so I had no idea what they were saying the entire game. Skill level was 1575+
so for me it was cakewalk. But you should get the idea. Not a flawless game, I could have
played better, but this replay makes obsidian destroyer's dps seem weak. Watch and
Enjoy!

Also, a 3 round series between 5 and WHP, where puppet master is picked in all 3 games
and wins in all 3 games. Coincidence? Judge for yourself...This is the first and best game.

Round 1

Round 1 is played by 'Chu.

http://www.youtube.com/watch?v=joKOC8re8xU A video of puppet master, this one is


rly nice and shows some very good in-battle micro.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~
Analysis about Harkon's blade (ctrl-c ctrl-v from a previous post) : K I want to put in my
final input on this since school starts again on monday for me, the patch will very likely
come out by then, a friend who i play hon with came back from germany, and puppet
master will always remain my favorite carry.

Steamboots + whispering helm is still not going to change. Combo will always be solid
on puppet master.

The extension items though can basically be compressed into one build now solely due to
the harkon's change. You can easily use the same build to pub smash and play ih/scrims
now.

Now the basics about harkon's, it WILL cost 50 mana/attack and essentially drops their
reduction to 0 if they have no magic armor. Compared to shieldbreaker, it is not much
better early game given that the -6 armor will have a much bigger impact early in the
game when heroes have less armor (keep in mind a good puppet master will prob have
steamboots+ helm+ shieldbreaker in 24 mins or so which will devestate casters early on).

It grants 150% mana regen, which is absolutely crucial to maintain it. It grants 60 dmg on
puppet master (being an int hero).

So now there are 2 crucial questions you should ask.

1) Can puppet master maintain his mana pool long enough to make use of harkon's even
if he blows off all his spells? Keep in mind this is a 25-30 min puppet master we are
talking about.

2) Is it practical to go harkon's that early when shieldbreaker will essentaily do the same
thing, albeit at that stage?

The answer to the first question is yes. I did multiple simulations where I had a mid level
puppet (13-16) with the 3 item combo blowing through all his spells and still having
sufficient mana to deal more then enough dps. With voodoo puppet on cd, the mana pool
was even more generous. I was impressed.

Which leads to the second answer. Absolutely. There is only 1 real perk shieldbreaker has
above harkon's now, and that is farming related. I've mentioned before that I like to begin
killing ancient stacks with a warhammer, but harkon's has nothing in it that will really
help you kill stacks significantly earlier. Puppet Master is a raw dmg hero, so until you
farm harkon's, your farming power will suffer, albeit slightly.

Once you farm harkon's though, it is all clear skies. Microing your harkon's right before
whiplash will devestate creep waves and the mana cost will be negligible.

Conclusion: Harkon's will be core on puppet master shortly and his effective damage
potential will skyrocket. If you know the mechanics behind armor you will know
harkon's is the best dps item late game, beating out even riftshards and doombringer. It
can easily double your dps, or even more. It will force the other team to go
headdress/shrunken head, because they WILL have no choice in the matter.

New item build will look like Whispering helm -> steamboots -> harkons (great arcana
first, acolyte's staff is relatively useless until you complete harkons) -> shrunken head ->
Symbol of Rage -> true luxury (kuldra, hellflower, frostwolf skull).

I urge all you puppet master fans to try this build out when the patch comes live, because
I know it will work. I can see the potential that this build has, and I would go so far as to
say that the harkon's buff effectively counters all nerfs puppet master has gotten up to this
date. If I can get a replay of this build up in full effect by monday I certainly will. Hell, I
might even modify my guide since it will take me like 5 minutes to do so (and compress
it as well!).

TL DR: Puppet Master is still a top carry, and will be around for quite some time

Other items that I don't particularly think are viable on puppet master as of the
last patch include:

Shieldbreaker/Daemonic Breastplate: If you are dealing magic dps via harkons,


reducing their physical armor is meaningless. Daemonic Breastplate was often
stacked with shieldbreaker but with the usefulness of shieldbreaker dropping,
so does breastplate. If you can't survive with shrunken head + symbol, I doubt
breastplate will help you much.

Savage Mace: An item that I got in some of my puppet master games before,
the introduction of the buffed harkon's, as well as the ability to carry over
magic damage, make savage mace basically useless in any realistic scenerio.

Charged Hammer: I've always really hated this item in general. The increase in
farm is INCREDIBLY minimal, it is definitely not a core item and the luxuries
I mentioned are clearly much better. Yes, you may be dealing magic damage,
but carrying is not all about dps, which is something people have to get across
their minds.

Assassin's Shroud: People know I am incredibly biased to assassin's shroud due


to my competitive nature. People have advocated the voodoo puppet + backstab
+ whiplash combo to deal massive amounts of instant damage to a single hero,
and while the math does work out, there are many practical flaws with this. For
example:
1) Enemy is clutch with shrunken head = you have screwed yourself and your
whole team.

2) Inability to autoattack a lane while pushing a base (remember puppet


master's whiplashes by late game can easily whipe out a creep wave) since you
MUST save your whiplash charge for the voodoo puppet.

3) 150 second cd on voodoo puppet. Carrying with puppet master is NOT about
focusing on a 150 sec high damage amplifier to one person.

4) Extreme fragility due to lack of hp. 19 base str +1.9 str gain isn't incredibly
tough, and you will die so fast to nukes/stuns flying everywhere you won't even
know what to say.

Frostburn/Frostwolf skull: Doesn't stack with harkon's. Nuff said.

Cheers.

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GAMING NEEDS!

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