Saturday, November 7, 2009

[Hero] Jereziah

Jeraziah

From the Official Heroes of Newerth forum

GoldenCrater's guide to Jeraziah.


Story


King Jeraziah, the hope of humanity and one of the two leaders of the new Legion, is not just a mighty warrior but also the chosen of Sol himself. Charged with divine fervor and favor, he rallies his men and wreaks havoc among the daemons. The light that shines forth from him leads all toward victory, and represents the dawning of a new day, one without cloud or shadow.


Pros and Cons


Pros/Strengths:
  • Has a True Damage (unmitigated by magic armour) AoE nuke, which doubles up as a heal
  • Has one of the most powerful ultimates in the game, making all nearby friendly units immune to Physical Damage
  • Can make a unit immune to all magic like Shrunken Head
  • Can allow a team to keep a push by replenishing Health and Mana, allowing you to keep pressure on enemy towers
  • Has strong laning potential VS melee heroes

Cons/Weaknesses:
  • As a support hero, expect to be focused first in a fight
  • Again, as a support hero, don't expect to be having a huge K/D ratio
  • Powerless against ranged heroes and can be kited with ease


Stats


Str: 20 +2.65 per level PRIMARY ATTRIBUTE
Agi: 15 +1.75 per level
Int: 17 + 1.8 per level

Movement Speed: 300
Armor: 4.1
Attack Type: Melee
Damage: 51-61
Range: 100
Attacks/Sec: 0.68


Abilities


Inner Light (Q)


Jeraziah unleashes a nearby allied unit's Inner Light, healing them. Nearby enemies are seared by the power of the Light, causing them to take damage.

Type: Magic
Range: 400
Radius: 250
Cast Time: 1.5 Seconds
Mana Cost: 100 / 120 / 140 / 160
Cooldown: 12.0 Seconds

Heals target for 90 / 180 / 270 / 360 Health, damaging enemies in radius for 90 / 180 / 270 / 360 True damage.

A heal and nuke, all in one package. It has 1.5 second cast time, which if you're using it to hurt other heroes you'll need to be standing slightly in front of them. As it is True damage, it is unmitigated by Magic Armour, turning it into a 360 damage AoE nuke. You can use it on a friendly unit no matter what health they're at, so feel free to cast it on a friendly unit who is at 100% health for the purposes of damaging the enemy. Enemy heroes attempting to last hit a creep are a perfect target for this - cast it on the enemy creep they're attempting to last hit and they get a face full of nuke.

Protective Charm (W)


Jeraziah blesses an allied unit with protective charm that grants immunity to Magic and removing all debuffs.

Range: 500
Cast Time: 1.5 Seconds
Mana Cost: 60 / 70 / 80 / 90
Cooldown: 20.0 Seconds

Applies Protective Charm to target for 5 / 10 / 15 / 20 seconds.

Protective Charm Effects
Immunity Type: MagicImmunity1

Protective Charm is complete magic immunity for the duration of the buff. It is effectively a targettable Shrunken Head. It can be dispelled by Electrician's Ultimate, Cleansing Shock and by Nullfire Blade's Purge. It doesn't remove ALL debuffs (like Voodoo Jester's Cursed Ground), but it does make you immune to any damage they may cause. It also gives immunity to Mana Burn, so it's useful against a pesky Magebane.

Righteous Strike (E - passive)


A righteous anger builds up in Jeraziah, allowing him to perform a Righteous Strike when attacking, dealing increased damage which splashes to nearby enemies and slows their movement speed briefly. Can only occur once every few seconds.

Cooldown: 15.0 / 12.0 / 9.0 / 5.0 Seconds
Applies 12 / 24 / 36 / 50 bonus Physical damage to next attack, and causes that attack to deal 100% Splash damage in a radius of 350, applying Righteous Strike to enemies for 3 seconds.

Righteous Strike Effects
50% movement speed slow initially, decreases to 0% over duration

The 100% Splash damage is at a 350 radius around the target enemy, but the slow debuff is centered around Jeraziah. So there will be situations where you apply the debuff without doing any damage. This ability is what gives Jeraziah ultimate lane control. Any melee heroes that creep too far forward are caught in the splash and the bonus damage makes last hitting creeps even easier.

Sol's Blessing (R)


Jeraziah calls upon the power of Sol to protect himself and his comrades. Sol blesses Jeraziah and his nearby allies, causing them to take almost no Physical damage and receive high Health regeneration for a brief time.

Type: Magic
Radius: 600
Cast Time: 1.0 Seconds
Mana Cost: 125 / 175 / 250
Cooldown: 150.0 Seconds

Applies Sol's Blessing to targets in radius for 5 / 6 / 7 seconds.

Sol's Blessing Effects
25 Health Regeneration
1,000 Armor

1,000 Armor! This effectively makes you (and nearby friendly units, including creeps) invulnerable to melee damage (including towers and the fountain) for the duration of the buff. This ability can turn the tide of a 5v5 in just one button press. You can also use it for tower diving to allow you to get out without dying. You can use it as your initator is moving in, so you get an advantage over them damagewise, or you can use it during the fight stopping them from being able to kill your teammates. A unit with 1 health won't die whilst under the effect of Sol's Blessing and timed right could save their life.


Skill Build

1 - Righteous Strike
2 - Protective Charm / Inner Light
3 - Inner Light
4- Inner Light / Righteous Strike
5 - Inner Light
6 - Sol's Blessing
7 - Inner Light
8 - Righteous Strike / Protective Charm
9 - Righteous Strike
10 - Righteous Strike
11 - Sol's Blessing
12 - Protective Charm
13 - Protective Charm
14 - Protective Charm
15 - Stats
16 - Sol's Blessing
17-25 - Stats

The build focuses on levelling your most important skills first - Inner Light, for both offensive and defensive purposes and Righteous Strike, for laning purposes. Righteous Strike is taken first, as Inner Light's pitiful damage at level 1 is worse than the extra damage which Righteous Strike gives.

The extra options in light orange are there depending who you happen to be laning against. If there is no real threat of magic from the enemy heroes in your lane, you can forgoe Protective Charm to a later time. In this case, I recommend taking it at about level 8 as that when you'll be leaving your lane for team fights and will require it.

Protective Charm is only levelled to 1 at the start because it is a double edged sword. Protective Charm is 5/10/15/20 seconds of COMPLETE Magic Immunity - which INCLUDES Inner Light and any other heal abilities that your team might possess (Astrolabe now heals though this though). Chances are you're casting Protective Charm on someone who's either going to be focused down or perma-stunned. In either case, at lower levels 20 seconds is a long time to go without healing. By midgame you can generally get away with someone having longer magic immunity.

Sol's Blessing is taken ASAP because of how powerful an ability it is. 5 seconds of physical invulnerability is a long time during a team fight, especially if it's under an enemy tower and it can give you the edge which you need to win.


Items


Starting Items:





Ring of the Teacher - 500g (from Supportive)
Runes of the Blight - 90g (from Supplies)

Ring of the Teacher gives you and your lane partner some mana regen. 0.65 isn't much, but at the start of the game it's enough.
Use Runes of the Blight when you've lost some health, but not enough to warrant using a heal. I tend to eat Runes when I'm 70% and use Inner Light at <50%.>Initial Items:





Logger's Hatchet - 225g (from Outpost)
Pickled Brain - 1000g (from Outpost or Secret Shop)
Ring of Sorcery - 525g (from Supportive)
Marchers - 500g (from Relics)

First off, an essential item for any melee hero IMO, Logger's Hatchet. +32% damage makes last hitting creeps so much easier. The item easily pays for itself.
Next, Pickled Brain, one of the key components for Ring of Sorcery (the other being Guardian Ring, which is part of your Ring of the Teacher).
The Ring of Sorcery pretty much handles your mana needs for the entire game. It gives you 110 mana and nearby allies 135 (25 mana cost, 135-25 = 110). This allows you to use Inner Light defensively to keep you and your lane mate alive as well as offensively to last hit creeps (you'll 1 shot the ranged creep with it at max level) and to harass (and kill) enemy heroes.
Finally, Marchers as it's never fun to be running around at base run speed.

Optimally, you should be aiming to buy all the above before your first trip back to the fountain. Unfortunately this won't always be the case.

Essentials:

Boots:





Enhanced Marchers - 1000g
OR
Post Haste - 2200g

Depending on how your early game went depends on which boots you take next.
If you've gone around with the team killing a few enemy heroes and towers and happen to be sitting on a small pile of gold, go for the Post Haste. The teleport ability is invaluable for travelling around the map and allows you to teleport near large enemy creep waves and sweep them up for lots of gold.
On the other hand, if your early game has been going badly (you've been ganked a few times or are laning against someone who's not giving you a chance to last hit) then go for Marchers. The Phased ability allows you to speed around the map and the extra damage is nice for last hitting.

Until the recent patch, Steamboots would have been a viable option. Whilst +16 int and +5 armor is very nice, +5 str, +5 agi and +10 int aren't that strong compared to the Phased ability of the Enhanced Marchers.

Astrolabe:





Astrolabe - 2306g (from Supportive)

"When activated, restores 250 health and applies Fortified to nearby allies. Applies an aura to nearby allied units." Aura Effects: 3 Health Regeneration.

The Astrolabe is the final essential item that you need on any build of Jeraziah (hence why it gets it's own section). The only exception to this is if you have another support hero and they went for it first whilst you were farming up the Ring of Sorcery. With this, you can heal all nearby friendly units. After a fight, both sides will be low on health and wanting to head back to the fountain to heal. The Astrolabe allows your team to stay out on the field slightly longer, which would allow you to push a tower which the other team wouldn't be able to defend.

After Astrolabe:

Once you have Astrolabe, your item plan opens up a bit.

Mid game:





Abyssal Skull - 1725g (from Supportive)
Nome's Wisdom - 2175g (from Supportive)
Stormspirit - 2475g (from Supportive)

If you've kept your Scarab from earlier, the above prices are correct. Otherwise add 325. All of these are very nice support items which are dependant on your team and the enemy team.
Got a lot of physical damage and the carry is farming for other items? Abyssal Skull.
Lots of offensive casters? Nome's Wisdom.
Need more CC? Want to chase down runners better? Stormspirit.

Optional:





Barrier Idol - 3653g (from Supportive)

If you're versus an AoE caster group, Barrier Idol is an essential item. It'll passively reduce the damage of magic incoming to you as well as having the active ability to absorb magic damage incoming to your teammates. Like Sol's Blessing, this can turn the tides of a group fight in the right circumstances.

Late game:

Now it's late game. You're pushing towers well, getting lots of assists, farming creep waves with ease and have a lot of gold to spend. Depending on your team and the enemy's team will depend on what you'll round off the items with.

If you find yourself struggling against the enemy team and need some more protection, then go for the following.

Defensive:





Frostfield Plate - 4700g (from Protective)
Sacrificial Stone - 5050g (from Protective)
Daemonic Breastplate - 5500g (from Protective)
Totem of Kuldra - 5675g (from Supportive)

Frostfield Plate gives you a good amount of Int, which is always nice to have on Jeraziah. The extra armour and -attack speed aura will let you live slightly longer when being focused. Finally, you can use the Frostfield ability to slow down nearby enemies, allowing you to chase them easier.
If you find yourself hard up to even save up 1000g, Sacrifical Stone is the way forward. With the components being reasonably cheap, even if you're not doing so well you should be able to farm up the gold for it without too much worry. It gives you well needed mana regen as well as a nice boost of health and mana. The recent change to charges makes it even better with Jereziah, as more often than not you'll be getting assists rather than kills.
If you have a mainly physical damage based group Daemonic Breastplate is a major buff to your attacking power. The +5 armour +15 attack speed aura for friendlies is a nice boost, but the -5 armour aura to enemies is where this item shines. This item boosts the DPS of your team more than any other item you would take and is a strong addition to a physical damage team.
Finally, if you just want a bit more CC, Totem of Kuldra is a good item to get. The 10 str gives you a bit more health but the 35 int and 200% mana regen allow you to stay out in the field as long as you need. Combined with the Transfigured ability makes this a wonderful support item to get.

If the enemy team's DPS is managable, then consider the following.

Offensive:





Hellflower - 5025g (from Combative)
Mock of Brilliance - 5150g (from Combative)

Hellflower is mostly a DPS item, as it has both Attack Speed and Damage, but the 20 int and 225% mana regen are very useful to have. The main use for it, however, is the 5 second silence. A well placed Hellflower silence on an enemy caster will turn them from predator to prey, potentially stopping an overly powerful AoE frenzy.
Mock of Brilliance is always a nice item to have in a game. Whilst it doesn't give you any survivability, just merely standing near the fight will do damage to the enemies. The damage aura will also allow you to kill runners a lot easier.



Playing Jeraziah


Laning and Gameplay:
After you've bought your items, feel free to take either the top or bottom lane. Optimally you'll want to lane with a ranged hero, so your early game (up to the Ring of Sorcery) isn't hindered, or a stunner, so you can use the damage of your heal to it's full advantage. Either way, farm up your Ring of Sorcery asap. Try not to leave your lane for ganking as it'll hinder your farming. Getting the Ring of Sorcery is a priority early game. Feel free to use Inner Light on friendly creeps when the enemy heroes are near them, as they won't stand beside you and let you cast it on yourself.

Once you've purchased the Ring of Sorcery Recipe (and perhaps Marchers, though not essential) head back to the fountain straight away. You'll need to disassemble your Ring of the Teacher for the Guardian Ring. To disassemble an item, put it in your stash and click on it. You'll then need to move the Pickled Brain, Guardian Ring and Ring of Sorcery Recipe into your inventory. Once they've combined, pick up your Scarab back from the stash. Doing this in any other order could result in the Scarab recombining with the Guardian Ring.

By this time your team will probably be attemping to push some towers, so feel free to join them. The combination of Inner Light and Ring of Sorcery will allow you and your teammates to stay out on the field much longer, which'll allow you to push the towers much easier. If a stalemate occurs, with people just dancing out of range of the towers stick with your team. You might want to farm, but you're better off supporting your teammates with a tower push. Don't forget to use Sol's Blessing as required.

By about 20 mins in, you should have upgraded your boots and be on your way to the Astrolabe. It doesn't matter whether you buy the Shield of the Five or the Refreshing Ornament first, as hopefully you won't be keeping either one very long before upgrading the entire thing to Astrolabe. With the Astrolabe complete, keeping your team alive has become much easier. At this point, an Astrolabe heal will be anywhere from 25-33% of a teammates' health (unless he's a tank) and you need to use that to your advantage. If your team is pushing a lane, join them and support them with heals and mana. Otherwise try to farm creep waves with a combination of Inner Light and Righteous Strike (examples will be in the farming section) or killing neutrals. Most neutrals will be harmed by Inner Light (even the Ancients) and whilst you can't neutral from level 1, once you have the Ring of Sorcery you're able to farm neturals without any issues.

Late game is the same as midgame, with you following your team around with pushes, keeping them alive. By this time, you'll probably be the main target in an assault, so make sure to stay in the middle of your team and away from the enemy heroes until the fight has been initiated. A dead Jeraziah does nothing to help his team.

Farming Creepwaves:
After the first tower drops, there are often times where 2-3 creep waves stack on each other and are pushing towards your base. When this happens, try to run in before your creeps and aggro all of the enemies. You'll want to drag them to within range of Inner Light's AoE (so drag the melee creeps towards the ranged creeps). A single heal will kill all of the ranged creeps and significantly damage the melee creeps. For most of the game a single Righteous Strike WON'T finish off the melee creeps, but a well timed attack combined with your friendly creeps will allow you to kill most of the melee creeps too. You can also use this when pushing a lane. A single Inner Light + Righteous Strike combo on an enemy creep wave will easily bring a creep wave down to <10%>Friends and Foes

Friends

Stunners (especially melee):



Electrician
Magmus
Behemoth
Hammerstorm
Pandamonium
and many others

Anyone who tends to stun an enemy and go near them is a perfect laning partner. The second your friendly hero is beside the enemy, cast Inner Light on him. If it's a ranged stunner, run in to the enemy hero, whack them once (for the Righteous Strike damage and slow) and cast Inner Light yourself. At lower levels the damage can be up to 60% of the enemy's health. A single stun/heal combo can quite easily net a kill. Failing that, the enemy will have to go back to the fountain unless they want to die.

Other Support:



Nymphora
Ophelia
Demented Shaman

Double heals! A team with two support is a team which just doesn't die. Nymphora and Jeraziah is an evil combo as the two never run out of mana, allowing you to permanently stay out in field. Just make sure you know which one of you is getting Astrolabe, as the heal from two doesn't stack.

AoE Nukers:



Tempest
Behemoth
Magmus

Any hero with a strong AoE synergises well with Jeraziah. The combination of their AoE damage and Inner Light will bring a lot of hurt onto them. In the case of Behemoth or Magmus you're better off casting the heal on them, but with Tempest run into the middle of the Vortex and cast it on yourself.

Foes

Purgers:


Electrician
Nullfire Blade

Both Electrician's Ultimate Cleaning Shock and Nullfire Blade's purge will remove Protective Charm.

Mana Burners:


Magebane
Nullfire Blade
Geomancer's Bane

Jeraziah doesn't have a huge amount of mana and having it burned away during the fight makes supporting your teammates much harder. You can, however, use Protective Charm to make yourself immune to the mana burn.

Silencers:

Blood Hunter
Defiler
The Dark Lady
Hellflower

Silence Jeraziah and he turns into little more than a not-so-squishy feast. Blood Hunter's silence is the worst, as he can keep you perma-silenced.

Disables:

Pollywog Priest
Succubus
Totem of Kuldra

Expect to be hit with these first. Because of how much you can turn a fight, you'll need to be on watch for enemies trying to keep you down. During late game pushes against disablers you should use Protective Charm on yourself - it'll force the enemies to target others and allow you to get on with your job.

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