Shadow Shaman's new Innate Ability is AMAZING
ฝัง
- เผยแพร่เมื่อ 30 มิ.ย. 2024
- One of the best supports in patch 7.36 is Shadow Shaman. He was already good in pubs and now he has an amazing innate ability and his Cluster Cluck facet adds even more utility to the hero.
Link to In Game Guide: steamcommunity.com/sharedfile...
Timestamps:
0:00 - Intro
0:10 - Innate Ability
1:17 - Facets
5:59 - Skill Build
8:50 - Itemization
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Great video, Cluster Cluck was something we immediately clocked as being a Facet which knowledgeable and mechanically trained support players could abuse to make their first few levels in lane infinitely easier. A pos 4 SS playing into a Warlock level 1 for example could theoretically level Hex purely to purge Fatal Bonds off their offlaner and immediately gimp a pos 5 Warlock's lane presence, modifying the skill build to still hit 1-2-1-0 by level 4. Training Manta Dodging in Training Polygon allows you to not only Hex dodge spells yourself since the invulnerability is the same duration, but also Hex-Dodge abilities on allies. Massive untouched potential.
also, it's just way more fun ^^
Imho, warlock example is a huge waste of mana. Hex very expensive. Rather position better and shock n shackle.
The big snake is strong
It pretty can cut off aupport if u position it correctly in the fight
You are very likely to know the real one if they run in the "best direction".
Loving this, keep them coming!
I think the massive serpent ward is more useful in situations where the enemy has flat damage reduction through Vanguard or Kraken shell. The DPS ends up being WAY higher in that niche situation.
damage block doesnt apply to ward type units though
You also have to consider things like tombstone which have just a flat amount of hits rather than damage.
You can kill a tombstone in 3 bursts with normal wards but with the big ward you'll never do it.
Short guides are cool!
I don't know if its intentional but it dispels Bane's ult. It also can potentially get ppl out of chronosphere if they walked into it. I also noticed that if you trigger fowl play under the glimmer cape you stay in glimmer. It's OP in my opinion, having lots of fun with SS :)
Fiend's grip is dispellable by strong dispel, which is why you need to be careful of using it on Slark. Personally i think fiend's grip shouldve been undispellable
@@fitzviandraduivenab2790 yeah, it was not obvious that it would dispel it while being a weak dispel. I think it happens because it gives a 0.1s of invulnerability.
I think it interrupts any channelled disables i.e fiends grip and lasso
@@andriivarfolomieiev856yeah the targeted being broken on single target channels stops the cast: whereas instant cast single target just has the animation interrupted or the projectile disjointed
I think Shadow Shaman has been strong for a while now, since hes gotten buffs after buffs after buffs. The new facets makes him even better. Lich too.
Those two hearoes have been my go-to support whenever I want to ensure a win as a support.
tried it. keep hexing myself by double tap. misclicked hex when my friend sladar phased inside enemy. now Im having ptsd and dont want play shaman again
Its called learning curve my friend
You'll get the hang of it. I'm still getting the hang of using hex as a dispel and despite also playing with double tap self cast on, I fortunately have not fumbled that badly yet. Enough experience with Shaman or any hero really will smooth out your nerves and strengthen your muscle memory that mistakes like that will almost not happen anymore.
Ill try it again after gaining back my lost 300 mmr
You can avoid double cast accidents by binding hex to 1 key as quickcast, and another key (space for me for example) for instant self cast in settings. You can't double tap to self cast hex while using quickcast. But you can use the other key for quick selfcasting hex. It's useful for other heroes like dazzle or shadow demon.
The downside is that you'll be using an extra key
Learn to play with quick cast, or just turn off double click to self cast
U can use alt+ to self cast
Our guy coming in clutch for the free mmr doubledown!!! Thanks maaaaan!!!
Counter Cluster Cluck with Silencer since Hex counts as a Silence, with Last Word almost-instantly killing Shaman after he turns into a chicken.
Please do a Jakiro guide next! I'm loving the changes they made to them! Their innate made dewarding and courier sniping way easier. And his Liquid Frost is just so absurdly strong! I'm trying to go QEEWE right now and I'm bullying the hell most of the offlaners I'm facing.
W can wait until level 7 in most cases. E should be your main tool because it doesn't cost mana, doesn't give stick charges to enemies and It does pretty decent dmg by itself. Use the trees to position yourself for an eq combo and try not to nuke the wave unless you get them both. When your stick is full try to bait them into chasing you a bit, with your slows combined they should not be able to catch you, especially when they don't have reliable stuns or they are costly. If you pick liquid fire instead, you don't have to block the enemy camp, you can get a ward behind the tower and see when they pull. You can go nuke the enemy, the wave and the camp at the same time, then you can also dive them an maybe get some kills. Just try to e the tower when they are next to it or the enemies as they are running towards the tower. Jakiro is slow af, but even so boots can wait. Priority should be regen and vision. Keep your carry healthy at all time, so you can go place wards, take runes, stack and so on. When you don't need to pull the camp, stack it. If you pushed the wave, go pull and leave it to your carry, you can go stack another one. Mana boots, mek or rod of athos depending on the needs, upgrade into guardian greaves and gleipnir for mvp.
I think the best use case for one big ward is taking the attack range talent and pushing turrets from outside attack range, since not all of the regular wards can reach as they are in a circle, this is a definite advantage for big ward. Can be used if you team has bad high ground push and/or as bait to get a pick on someone who shows up to kill the ward. But General Cluster Cluck is better for sure.
The massive serpent ward has the advantage of doing ALL the damage at once, where the normal wards only attack 3 at a time if you are coming from a distance, MSW is great at defending your base, and the normal one is better for pick offs.
Crystal Maiden / Ogre Magi Support!
Is it possible to dodge spells and projectiles with a self cast Hex? Seems very hard to do if possible since the cast is almost instant unlike Bane's Nightmare where there's a considerable and timeable cast time.
Yes it is. Since the Invulnerability time is 0.1s it's the same as manta-dodging skills. You can practise it via the Polygon Trainer in the arcade and just queue up the manta-dodge trainer.
A good idea for the giNt snake imo is to make smaller giant snakes that form like the shard. These snakes act like obstacles like trees. And obstruct vision
It makes them possible to still trap people in the snakes, while also having different utility that the other talent
Both facet r op i got aghs refresher! Game was hard 2 ulti on ancient and it melted .. i think its better this way
Wait, the damage isnt equal if there are multiple instances being reduced by armor vs only one.
My first game was playing against warlock and axe and both of there skill was dispel and they waste like 10 sec to chase me but they still cant catch me and suicide on jungle total op on laning phase
Support void next please Zach🙏
Aeon disk + Refresher should be the build after mana boots
Can chicken get out of chromosphere?
Big snake is strong against damage block. Tidehunter's nighmare. Also when you use small guys they can be destroyed from side where not everyone can hit. Big ward is much stronger in fights.
Great Video Shadow Shaman spammer here ;p
Radiance will counter this hard. But hey,it will force someone to buy radiance so still win in my book. Only lost if the core actually building rad for his setup
I just find that LC can have duel damage, Nor Axe cant one shut you anymore
the giant serpent ward needs extra attack range to be viable
that'd be a good way to make up for the loss of utility of trapping people in wards. good idea
Nah bro I tested it and it's actually pretty insane too. The enemy team actually has to commit to destroy it (unless they have Sniper or sth) because even at 1HP it still has full power, they can't just take them down one by one from max range and only take a few hits. It solves a huge issue with Shaman early on, which is that 2 heroes can just clear all the wards by themselves and get 200g out of it. Not only that, but it makes sieging much easier. Both facets are great, it just depends on the enemy draft and what your own role is.
if it's good it's good
i tried it some, too, and it's aite. too early to balance, i suppose. I'm glad they're not balancing every two damn weeks, though
@@BlaZayBut it's also nice to have multiple wards against a tombstone, egg, tide anchor, and clinkz skeletons.
Also you get around 10% effective bonus hp by the wards being spaced, the enemy has to walk a bit between them and it takes longer to target them property since wards are low target priority.
ogre could be a fun one
WR focus fire will still attack the real shadow shaman.
If i play with shaman against ta i will always get megaward. You cant kill her with normal wards, they just do no dmg through refraction😅😅
Wouldn't the multiple hits from normal wards remove refraction charges faster?
@@Coloptyrefraction stacks now have a min damage threshold
@@TimmWith2Ms It got a min damage threshold of 5 a while ago, but level 1 wards already do 50 each so that's not an issue. How it works now however is that each charge is a shield with 60 health that fully absorbs whatever attack depleted the shield, which means that while a single hit by the big ward will only remove one refraction charge, two attacks by smaller level 1 wards will be enough to fully deplete one charge (first attack brings it to 10 health, second depletes the shield, 40 superfluous damage gets absorbed). Since there are 10 smaller wards, all of them hitting together will deplete 5 refraction charges, much faster than the big ward.
It just doesn't last long enough to matter imo. The passive on the otherhand is mega annoying as a core, Basically lost me some fights as Troll Warlord by wasting my ult duration.
You can mitigate that by getting shard and tossing extra axes as you hit the ward
First view 🤝
To be completely honest, this innate ability is pretty broken. A strong dispel and almost a second of invulnerability after gets you out of certain death so many times its ridicolous. Shaman was balanced because you could ambush his ass and delete him before he could perma disable your ass. Now he just needs to have some allies nearby to react and he will most likely survive after getting killed because you cant immediately deal damage to him AND he turns into four chickens because of Cluster Cluck, while his teammates pose a threat to you. I really don't know what valve was thinking. Either make Cluster Cluck not work on the innate or remove the invulnerability. A free revive and dispel is already strong.