Saturday, May 14, 2011

Basic Hero Guide 2: Flint Beastwood

For years, the Beasts told of a twisted man-thing that stalked them through the Rulian marshes, leaving a trial of corpses in his wake. The humans dubbed him "Flint Beastwood" -- playing on his flint-lock firearms and his residence in the Beasts' forests. Fast to draw, fast to kill, fast to laugh about the deed, Flint has now spread his carnage beyond the marshes to wherever he can find the Legion.

Hero Role: Hard Carry

Skill List

Explosive Flare
Fires a flare at the target location. Deals 75 / 150 / 225 / 300 Magic Damage over 2 seconds to units and 25 / 50 / 75 / 100 Magic Damage instantly to buildings on impact, leaving a burning flare for 4 seconds. The burning flare gives vision and applies Flared to all enemies in the radius.

Type: Magic Range: 800 Radius: 300 Cast Time: .8 Seconds.
Cooldown: 14 Seconds Mana: 120 Action: Target Position

Flared Effects: 14 / 20 / 26 / 32% Movement Slow

Hollowpoint Shells
25 / 30 / 35 / 40% chance that a bullet will explode, dealing 20 / 30 / 40 / 50 bonus Physical Damage and stunning for .05 / .1 / .2 / .2 seconds.

Action: Passive

Dead Eye
Increases attack range by 60 / 120 / 180 / 240.

Levels 3 and 4 allow Flint to outrange towers.

Action: Passive

Silver Bullet
After a 1.7s cast time, fires a shot at the target. Deals 355 / 505 / 655 Magic Damage and stuns for .2 seconds. If the target moves more than 1800 / 2300 / 2800 units away during the channel time, the spell is cancelled. Grants 1800 day vision and 800 night vision around the target while active. Also reveals the target while active.

Type: Superior Magic Range: 1,500 / 2,000 / 2,500 Cast Time: 1.9 Seconds.
Cooldown: 20 / 15 / 10 Mana: 175 / 275 / 375 Action: Target Entity

Item Build

Early Game


Start with Minor Totems/Duck Boots and HP regenerating items. Flint's base damage is very low in early game so the +8 damage from double totems/boots should help with last hitting. If mid, get a bottle (pretty mandatory) if in a sidelane, get a Ring of the Teacher or a Power Supply to get mana regeneration.

Mid Game

Continue to buy wards/counterwards to provide vision for your team if you are the ward bitch. If not, build up your farm and buy a Portal Key and roam. This will keep your enemies in fear of a 6 second disable and massive burst damage all the while allowing your carry to farm.

Late Game

Your late game should be all about trying to get all of your spells off before dying. Obviously if possible avoid dying, but know that you are expendable. Be aware of which heroes you should CC and which heroes to burst down.