[Goroshia] Simon's Guide to <Harbinger of Doom>

Discussion in 'Mage Guides' started by Simon95, May 12, 2014.

  1. Simon95

    Simon95 Member

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    Goroshia - Harbinger Of Doom


    [​IMG]
    I will annihilate those foolish enough to stand in my way!

    An incredibly powerful demon, Goroshia was worshipped by a cult of shadow adherents in Wyrn Swamp until alchemists defeated him and drove him off. He has roamed Haradon ever since, searching for ways to reclaim his lost power



    Content:
    •Strengths/Weaknesses
    •Skills
    •Skill Order
    •Talents
    •Final Item Build
    •Item Order
    •Profile Skills
    •Tablets and Inscriptions
    •Dangerous Enemies
    •Gameplay



    Strengths:
    •Best burst damage
    •Easy to lane against pretty everyone
    •No really weak phase; early game is where you work for a strong late game
    •Very useful in teamfights if you can place your stun
    •Many enemies get pissed once you start your killstreaks; there's nothing you can do beside buying magic defense to beware of Goroshia, otherwise it's a one-shot-kill
    •Good passive

    Weaknesses:
    •Goroshia is definitely not the one who will destroy the towers. You need at least one who can do that for you. That could also be a reason as for why you might lose from time to time, even though you are totally fed.
    •Mr. Lut'Hiran
    •Once enemies realize you won't do much if they buy much magic defense, it's over. That totally kills your options to do anything.
    •If you don't have absolutely perfect positioning, you might be dead very fast...

    Skills:
    [​IMG]Hurricane:
    Goroshia summons a maelstrom of energy and hurls it forward, damaging all in its path. When it reaches its maximum range or hits a hero, it explodes violently, damaging all nearby enemies.

    Damage:
    40/60/80/100 hp + 65% magical attack + 100/140/180/220 hp splash damage + 65% magical attack

    [​IMG]Pillars Of Flame:
    Ever the demon, Goroshia cracks the ground beneath his enemies' feet, causing geysers of flame to erupt.

    Damage:
    30/45/60/75 hp + 30% of magical attack for 5 seconds

    [​IMG]Demonic Lineage:
    Goroshia calls upon those who came before him to strengthen his power.

    Active:
    Increases leech hp by 10/15/20/25% for 5 seconds.

    Passive:
    Increases magical attack by 20/30/40/50%.

    [​IMG]Burning Shackle:
    The chains of the abyss no longer bind Goroshia. In a moment of pure rage, he uses the burning shackles to bind all nearby enemies.

    Effect: Stuns all nearby enemies for 2 seconds.

    Damage: 150/250/350 hp + 55% of magical attack

    Skill order:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    Or just:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]-x-x-x-x-x-x-[​IMG][​IMG]



    My reasons for this skill order:

    I get pillars of flame first for multiple reasons. You can check bushes and fogs with it very well in early game. If I'd get hurricane first, and you have a whole team inside that bush, nobody might move out or back off. Walking in will be your death. With pillars of flame, you can be pretty sure some of the enemies would move out of the bush as the game mechanics make them walk out of it automatically. Also, it doesn't do just a bit damage, but 5 seconds with about 40 damage per second will take off a third of a carry's hp. They will certainly move back out. Whenever I'm not sure about a bush, I'll wait and throw in another pillars of flame. That would bring the enemies close to death and nobody would dare to stay inside the bush then.
    Furthermore, you can do much more with pillars of flame in an early teamfight, as it is aoe. Your hurricane hardly does any damage at that stage of game. In addition, your hurricane simply can be dodged and then there's nothing you can do to help your team. Pillars of flame will often force the enemies to step back during a fight.
    For the teamfights and to farm creeps, I max pillars of flame first. At level 7, it does more than 100 damage per second already.
    Getting the passive at level 4 is useful, as it will increase your magical attack by 20%, whilst the further upgrades of this skill will provide only an additional 10% per point you put into it.
    Put a point into ultimate at level 6, but max it last. Some of you might shake their head here.
    My philosophy is, that you don't even want the enemies to come at you. If they do, I just need the stun kf my ultimate, the damage I miss by not upgrading it will be compensated easily by upgrading the other skills. As you will hit your hurricane and pillars of flame everytime after you have stunned someone, the enemy should be dead.
    Depending on the game, you max hurricane or passive second. Factors affecting this decision are:
    •enemy tanks protecting their carries so you can't hit hurricane ->passive
    •being fed and having more magical attack makes your passive effect applying stronger. To make this understandable:
    -not having much magical attack, let's say 100 ->putting a point into passive increases magical attack by 10% ->you will have 110 magical attack, which is 10 more than if you'd put the point into hurricane.
    -being fed, already having started to buy magical attack, for instance having 300 magical attack ->330 magical attack, which is 30 more.
    •Opposite situations often lead to putting points into hurricane. If the situation isn't that clear, just put a point into hurricane, use the next one to upgrade passive, and so on.

    Talents:
    Mage Tree:
    •Fast Casting 5/5
    •Apprentice 5/5
    •Mana Adept 0/1 or 1/1
    •Skill Penetration 3/5 or 5/5
    •Knowledge 3/3
    •Accident 3/3
    •Skill Outbreak 1/1
    •Strike Back 3/3 or 2/3 (mana) or 1/3 (pierce)
    •Magic Feedback 3/3 or 1/3 (pierce)
    •Death's Embrace 1/1
    [​IMG]

    Note:
    You might have to retreat sometimes due to low mana. Maybe, using the talent Mana Adept might help you. I don't use it, because I'm going for full damage in talents and tablets. I play with 3/5 Skill Penetration, but would love to have 5/5 in it. If you consider taking points away from somewhere, take them from Magic Feedback or Strike Back.

    Support Tree:
    •Quickening 5/5
    •Spirit 5/5
    •Surprise 3/3
    [​IMG]
    Note:
    Put the 2 Spirit-Points somewhere else, if you think it'd be better; what you really need is Surprise.

    Final Item Build:
    •Boneflame Wand (Or Hades if needed)
    •Arrogance Cloak
    •Searing Orb
    •Essence Of Labaulan (CD and Magic Defence)
    •Storm Cloak
    •Stirring Soul Of The Dragon (HP and CD)


    [​IMG]

    Note:
    I consider my positioning somewhat above average, so I can handle being without boots. If you need the boots, buy them.

    Item Order:
    Start with:
    •1x Squire's Wisdom
    •1x Acolyte Staff

    OR

    •2x Squire's Wisdom

    Head for:
    •Leviathan's Cloak
    •Enchanter's Ring


    Finish first:
    •Searing Orb

    Then (in this order):
    •Arrogance Cloak
    •Boneflame Wand
    •Storm Cloak
    •Essence Of Labaulan
    •Stirring Soul Of The Dragon


    Note:
    Don't stay in lane if your health is low just to get enough gold for an Enchanter's Ring. If you have 1700 gold when porting back to base for the first time, buy Enchanter's Ring first. Otherwise, buy items roughly as described above. Don't sell your Squire's Wisdom early. Keep it as long as possible, unless you have no free spots anymore. Then you can sell Squire's Wisdom to get the item you need.
    If Your Item is boots or another rather cheap item, you can consider buying it sooner than listed.

    Profile Skills:
    Always use https://media01.gameloft.com/web_mkt/minisites/order-and-chaos-heroes/images/spells/603.png[/img and https://media01.gameloft.com/web_mkt/minisites/order-and-chaos-heroes/images/spells/600.png[/img or Sneak on Sinskaald Rift aka Old 5's.

    On Under Realm Ruins aka Train Map, there are 3 useful possibilities:
    https://media01.gameloft.com/web_mkt/minisites/order-and-chaos-heroes/images/spells/603.pnghttps://media01.gameloft.com/web_mkt/minisites/order-and-chaos-heroes/images/spells/600.png
    •https://media01.gameloft.com/web_mkt/minisites/order-and-chaos-heroes/images/spells/603.png + [I]Sneak[/I]
    •[IMG]https://media01.gameloft.com/web_mkt/minisites/order-and-chaos-heroes/images/spells/600.png + [I]Sneak[/I]

    Note:
    If you have an Elf or a Chameleon in your team, don't use [I]Sneak[/I]. The enemies will remember to buy farseeing when there's an Elf. So your [I]Sneak[/I] won't help you much.
    If you have an Ant in your team, think about using it twice, because that's also something making your enemies buy farseeing. Also remember: the more on your team use [I]Sneak[/I], the earlier and more likely enemies will buy farseeing.
    In-Game, remember Khlint's traps and flare, as well as Ant's sentries, can make you visible. Always watch whether the enemies have someone having farseeing. Just as important: if those with farseeing die, remember to check their head for buff sign. If it's not there anymore, they forgot to buy a new one. So you can use your [I]Sneak[/I] again.

    [I]Blink[/I] and [I]Sneak[/I] in combination can be useful to have something in your hand whilst the other one is on cooldown.


    [/spoiler]

    [B]Tablets and Inscriptions:[/B]
    [spoiler]

    •Whispering Tablet
    •Tablet of Bloodlust/Tablet Of Bloodfreeze
    •Elder Tablet/Malignity Tablet

    [IMG]http://imageshack.us/a/img837/5025/ozdb.jpg

    Note:
    Elder is pretty effective to get physical defense whilst not giving up any burst damage. On Goroshia, Elder Tablet is even more effective because of his passive. It also lowers your need for Hades Armor. Sneak Tablet combined with Profile Skill Sneak really rocks as long as the enemies don't buy farseeing; if they do have farseeing, you still receive that 20% incoming damage reduction after Sneak.
    Tablet of Bloodfreeze is pretty much a lock on any hero in my opinion. Personally, however, I use it sometimes, but not always.


    Use Gold Inscription of Spellbreaking (Magic Armor Penetration) (Chaos) and Gold Inscription of Sorcery (CD-Reduction) (Order)

    Dangerous Enemies:
    Vigelos:
    Vigelos' skills are well-scaling. Just as Goroshia, Vigelos can do immense damage within seconds. Be careful against him. His clones can protect him from your hurricane. And
    If you don't land your hurricane, he most likely will outdamage you and you will be dead.

    Ant:
    Ant is a feared support. Also for Goroshia, it's dangerous to play against a good Ant. Ants can zone you very well and a stun often is your death. A good Ant will almost everytime be able to keep you away from its carries.

    Cyclops:
    His stuns can make it very hard for you to damage the enemy carries; even to place your Pillars of Flame could be hard. Don't go close to a Cyclops as long as he has his team in his back.

    Pally:


    Anuir:
    Anuir's stun and skill combo with silence totally trashes you. There's nothing you can do against it. You depend on your team killing harpy as fast as possible in these moments.

    Archimtiros:
    If he charges you, you'll be stunned for 1 second and then silenced for 3 seconds. If it's an offensive horse, you might die. If not, you're simply out of combat for 4 seconds, which is a long time, though.

    Note: No, I didn't forget the paladin. I think that line says enough. Also, when I updated the guide, I didn't update this one since almost any hero is dangerous nowadays. Well-balanced game.




    Heroes who might be dangerous:

    Kagax:
    If a Kagax stacks magical defense, you most likely will die many times because of him. Usually, a Kagax is synonimous to 800 gold. Just use your ultimate, hurricane and autoattack. There are some smartasses though, who use their ultimate with full hp going against you. Most likely, you're focussing on pulling off your combo, and you won't see it soon enough. Your stun and hurricane will do nothing to him and then, you can pray that he doesn't hit high. Otherwise, you're dead.

    Debronee:
    Often, Debronee's are rambos. Once they have some kills, they will attack you if they get the chance to. Just use your ultimate as soon as they're on you. The damage applies directly. He will finish his intensify, but right when it's over, the stun will apply. Then hurricane him and place Pillars of Flame. If you survive his attack, then it's sure that he won't. If the Inquisitor is too fed already, get Smoke Diadem.

    King Reega:
    Simple. Don't attack him during his ultimate unless he has very low health and you have full health. Otherwise, you might kill yourself.

    Nuutt:
    Nuutt can dodge your attacks going into the trees and then counterattack. Also, his Survival Skill hurts your gameplay very hard. No ganks = less kills, less effectiveness, less hits.

    Gameplay:
    Tactic on Sinskaald Rift:
    Try to get mana buff right at the start. It needs described talents, skill order and items. Otherwise I can't assure you that you won't die. I never die, but often get close to death. But Surprise will heal you enough.
    Switch to lane. If you can, tell your mates you can solo the lane. It will not destroy your game, if you have someone else on your lane, though. Try to get last hits. But if there's an enemy around, don't go close to autoattack the creeps. Try farming with Pillars of Flame. Also, try to constantly hurt your opponent with it. You will very likely be dominating the lane because of your ability to harrass from the distance with your skills. You can also use hurricane to hit a row of creeps and get some last hits if they're low on health already.
    Don't risk too much. I can't teach you that. That's experience.
    Later in the game, a combo of Pillars of Flame and hurricane will kill all creeps of a wave. Farming will be easy. Usually, you should be the one with most creep kills on your team or the whole match.

    Tactic on Under Realm Ruins:
    After killing train and spiders with the team, head back to base to farm on offense lane, unless most of your team port back as well. In that case, farm the defense lane. But be careful. Some enemies will have ported back to base as well and might appear or even gank you. Again, I feel when it's time to step back. I can't exactly tell you when you have to. Basically, your target is to ourfarm and outlevel every enemy. So take an empty lane if there is one. But always be ready to support your mates if a teamfight starts.
    You can 'harrass' the train if the enemies escort it with throwing hurricanes at it and placing pillars of flame below or right in front of it. That way, you might be able to kill an escorted train or at least take some health off.


    General Gameplay:
    Stand behind your tanks in teamfights. Better stand too far back than in front. If teams clash, watch our for someone focussing on you. Either kill him or blink into the enemy team and stun + aoe them.
    Use Blink or Sneak to get close to the enemy carries and stun + aoe + hurricane them (in this order), if they have a serious line-up with tanks. If there are only carries, as in most custom games, just aoe them and throw your hurricane at the most dangerous enemy.
    Usually, I don't blink in, because you will take hits. I only risk dying if there's one enemy constantly causing trouble (such as Gambler, Fox pre-update, Mystic) hiding behind the tanks.
    Try to hit hurricane on the carries, not on tanks. It's often a one-shot kill if you hit the carry. On a tank, it does minor damage. But don't risk too much to try hitting the carry, if it's not likely you will succeed.
    As for the skill mechanics, don't EVER use hurricane or pillars of flame directly by pressing it. Always drag and drop it. Throw hurricanes to where enemies are walking to, not to where they stand, unless it's close combat fight between an allied hero and an enemy. Then he often won't move as long as your mate isn't dead. This needs training.
    Place pillars of flame optimally, so all creeps/enemies get hit, if possible. Also, if an Inquisitor attacks your mate, place it below them. It might kill the Inquisitor if he is low health.
    An often made mistake is trying to get your stun on your enemy. This is not necessary unless they charge you or blink to you. As long as they're away from you, don't go any closer than needed to hit your hurricane and pillars of flame. You can do enough damage without endangering yourself that way. Keep your stun for when it's necessary and not when you feel like it could kill the enemy faster. Against a debronee or a kagax, your ultimate is your life-saver.
    As for the active passive, I don't know about other players, but I feel like Goroshia's skills don't leech enough to make it valuable. Better use the time to place your skills. I actually never use it at all. But I'm sure some of you can find use for it.
    The Storm Cloak. The most underestimated and, for its value, underused item. I do not exaggerate saying it's the hardest hitting 'skill' in HOC. My highest hit with it was 3.5k. It's only useful against tanks or other high-hp enemies. If you have your storm cloak, don't fear a lone tank. You can kill him within seconds. And very often, it looks hilarious if you 2-shot an enemy tank with high defense and hp. The more magic attack you have, the more percentage of the enemy's health will be taken off by it. It is cruel, if you can get a hit on the enemy tank, who might have to be careful then and won't be able to zone you anymore. This item is a tank destroyer. Remember to use it when engaging. Use it before your skill combo. The more current health the enemy has, the more effective it is. But don't even consider using it on a low-hp enemy carry. It doesn't deal much damage and you'd be better off autoattacking him instead. A must-have against any tank.

    I have been playing Goroshia in more than 500 games. He's my number One hero.
    I met people saying I'm the best Goroshia they've ever seen. I won't judge about myself. But I have a lot of experience and can show you countless screenshots of level 40 customs with a k/d above 5. My tactic is full offense in items (playing without any defense at all in 80-90% of my games), but not in gameplay. I have a very good positioning and am almost using Goroshia's skills perfectly. I don't stack hp potions nor defense potions, but go for full magic attack. This might be too difficult for some of you. You might want to start with another Goroshia build with boots and armor and get used to him and then play like I do.

    In my opinion, Goroshia is the best magic carry and second-best overall carry behind pally. Goroshia has a skillset close to perfection and is a beast. You can wreck a whole team within 2-3 seconds if you have luck with your stun. Master Goroshia and you'll be able to carry almost every match.

    Need advice for another hero? Tablets, build, talents, gameplay or skills? Ask me with a private message. If I find time I can help you out. If it wouldn't take so much time I could make guides as good as this for roughly 50% of the heroes.

    Edited on 26. July 2015
    (Spoilers)


    Other Goroshia Guides:
    http://heroesoforderandchaosforum.com/showthread.php?tid=7648
     
    Last edited: Jul 26, 2015
  2. Akise

    Akise no longer Detective

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    You forgot to mention you ks a lot xD Your sig says nothing about Goroshia lelelel


    Bravo bravo. I swear if Serquet posts this in the NB before mine, I will be pissed.
     
  3. Catsu208

    Catsu208 New Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Hurricane = Best KS skill
    By kill stealing with it you get extremely fed xD

    Nice guide Simon, I'll try playing like your style once in a while, I know that you can play Goroshia very well, and that this guide can be highly trusted.

    About the leech... Well the active passive can actually help from time to time. It helps when you are retreating, and low on HP. I usually have fireball on me, and when I retreat I use my active passive and fireball to regenerate a good amount of HP as I run. If you want to check a bush with your Pillars of Flame, you can use your active passive to see if you leech any damage, if you are regening from leech, that means someone is in the bush. But once you get your leech talent using the active passive wouldn't be needed as much.

    Question: Why didn't you put a point into the skill at the 2nd row bottom in mage talent tree? The one that reduces mana cost if I remember correctly. From 100 mana for Hurricane to 90 mana.
     
  4. djareme

    djareme Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    atleast someone agrees that nuutt is a pain for goro... overall good guide
     
  5. Romakarol

    Romakarol New Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    First of all thanks for the great guide. You inspired me to retry goroshia and I am doing a LOT better than before (I was a very average goro player, but hey that's still better than 95% of the noob goros out there). Your skill build was especially helpful, I used to prioritize tornado way too much over fire pillars.

    Just a few things:
    -Get the mana reduction skill, it is insane not to.
     
  6. Simon95

    Simon95 Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Indeed it is. But on train map, i level up pretty fast and therefore, i get enough mana from surprise talent. But for sure, you can run out of mana pretty fast and as it's only 1 point there, it might be helpful.

    Good to hear it helped you :)
     
  7. Romakarol

    Romakarol New Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Am Ii understanding the game mechanics right when I say that by putting 1/5 into mana regeneration, you gain 1.05 mana every 7 seconds?

    Why not just put 4/5 into regeneration and put the 5th point into mana cost reduction. At ten percent thats almost 10 mana for a LEVEL ONE fire pillar or hurricane.

    Do you cast hurricane once every 65 seconds or so? I would imagine you do, and a lot more.
     
  8. Simon95

    Simon95 Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Sure, but the problem is that you need 10 points pre-surprise... So you gotta put 5 in there
     
  9. Zorqx

    Zorqx Active Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    You Sir are an inspiration! I'm a big fan of Goroshia myself and have somehow independently developed a style similar to yours, though nowhere near as refined. I found that as i rose in elo i die more frequently with the gung ho style i was using, so i learned to use goroshias skills to harrass and then kill with as little risk to myself. Hes definitely powerful but somewhat underused. I use suprise talent with all my mages, very useful.
     
  10. Simon95

    Simon95 Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Thanks :) happy to know you liked it :)
     
  11. Taureniouh

    Taureniouh New Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Just a Suggestion but with the double skill choices, don't you think frost bolt would be a good skill to use do the immobilize with hurricane is pretty deadly. Well Of course if you have the tablet
     
  12. Simon95

    Simon95 Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Yeah, it is an option. Although i personally don't like going close to cast the frostbolt and exposing myself. But that's a question of playstyle and i'm sure it's worth using the tablet
     
  13. Akise

    Akise no longer Detective

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    I thought Frostbolt was 12m...
     
  14. Simon95

    Simon95 Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    I have no idea. I just know that my aoe for sure can be placed further than that
     
  15. Kleptic

    Kleptic New Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    I'm one of the noob goros, just started the game and he's the first hero I bought when I saved enough emblems. So what I'm seeing is that you don't really get up close to use auto attack, and just stay back a bit and drop flame and hurricane from a distance as your only attacks until you get rushed?
     
  16. yololtroll

    yololtroll Well-Known Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Overall, yes. Goroshia is hell yeah squishy and even worse, his range is melee. Thus, auto attack can lead him to troubles when trying to last hit do something else. This why he wants you to safe farm and harass with Pillars and Hurricane.
     
  17. Brynstormz

    Brynstormz New Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    I tried Simon's item build but I exchanged Staff of Rec. into Firewalker boots. I got 17 kills and 0 deaths...
     
  18. Simon95

    Simon95 Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    I don't use staff of rectitude anymore either. I'm just not motivated enough to update/insert details right now :)
     
  19. Dilina

    Dilina Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Tbh not bery effective or strong goro have much more power than this whole build. But hey you did alot efforts. So respect
     
  20. Catsu208

    Catsu208 New Member

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    RE: [Goroshia] Simon's Guide to <Harbringer of Doom>

    Squishy + Slow + Melee = Disaster
    Though the fact that you have awesome ranged skills make up for it. All your skills, besides your ult, is ranged. Which is why you just attack with your skills from the distance. Unless you have a team behind you ready to follow up a stun, or a teamfight that you could save, you should never charge in and use your ult. Save it when the enemy gets too close to you, or your team.
     

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