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  1. #1

    Monkey King Guide v2.0

    HoNZhai's Avatar

    • Join Date:Jan 2011
    • Location:Subang Jaya, Selangor, Malaysia
    • Posts:3,748

    Monkey King Guide v2.0


    Monkey King



    Introduction:

    HoNZhai presenting v2 of My Guide on Monkey King.
    • Monkey King is a powerful Physical damage nuker with low cooldowns, high mobility and high roaming capability.
    • Monkey King can gank lanes with ease, killing single enemies in seconds and dishing out high physical damage in clashes.
    • Monkey King requires fast hands, quick minds, fast reaction time and good judgement to unleash it's full potential.
    • Monkey King is a hero that is easy to play, hard to master.
    • Practicing his combos with Bots greatly helps in finding your playstyle and discover new combo varieties.
    Table of Contents:

    Part One:
    I: Introduction
    II: Hero Overview
    III: Skill Overview

    Part Two:
    IV: Skill Builds
    V: Item Builds

    Part Three:
    VI: Strategy
    ---- Laning
    ---- Initiating
    ---- Ganking
    ---- Team fights
    VII: Best Ally/ Worst Enemy

    Part Four:
    VIII: Advanced Strategy
    IX: Changelogs

    Part Five:
    X: Interesting Facts
    XI: Extras
    XII: Credits
    XIII: Final Notes


    Hero Overview:






    Pros (+)

    (+) - High base movement speed
    (+) - Decent AoE spells with Low cooldowns
    (+) - High mobility
    (+) - Has multiple roles: Semi-carry, Ganker, Utility

    Cons (-)

    (-) - Nukes has low cast range
    (-) - Low mana pool to support constant spamming
    (-) - Low health pool as monkey king needs to get into melee range to cast spells
    (-) - Bad stat gain
    (-) - Fairy item dependent



    Skill Overview:


    Illusive dash
    The Monkey King dashes forward, damaging enemies caught in his path. As long as he impacts an enemy, he may perform a second dash within a 3 second window.


    Cast type Self, Instant cast
    Action type Unit facing
    Target Scheme Enemy Units
    Range 300
    Radius 200
    Cast time 1.0 Second
    Mana cost 90. 2nd dash cost 0
    Cooldown 15/13/11/9
    Damage 10/20/30/40 + Attack damage all targets per dash.
    Damage Type Physical
    Extras -Cut trees on its path
    -Gains the ability to cast 2nd dash if an enemy unit is hit with the 1st dash.
    -Doesn't dash pass terrains and structures
    -Dash stops instantly upon hitting terrains and structures

    Author's Note:
    - This spell's damage doesn't scale well on level.
    - Difference in damage on Level 1 and Level 4 is only 60 Physical damage over 2 dashes.
    - This spell is well used on initiating or chasing down opponents.

    Details & Mechanics: (Pictures Inside)
    Spoiler:


    Effective range and radius



    Dash range is 300 and its radius is 200.
    Units 500 range away from Monkey King is also hit.



    Illusive Dash damages all unit within the 200 radius circle.
    But the tree cutting effect is only within the hero unit collision area.


    Although the side trees were in the 200 radius circle, but it dosent been chopped off.
    The cutting radius is only the hero unit size.




    Extra Notes:
    - Cutting trees will not gain the 2nd dash window.
    - This spell does not have any disjoint properties.
    - This spell cant dash over cliffs.
    - Scroll to Extras section to see the glitches for this ability.



    Heavenly Vault
    The Monkey King vaults over a unit, jumping in front of it while knocking it backwards.


    Cast type Target
    Action type Target Entity
    Target Scheme Units. Runes, Wards and Passive units can also be vaulted.
    Range 200
    Landing Range 300 on units. 600 on other valid targets.
    Radius 250
    Cast time 0.4 Second
    Mana cost 120. 2nd Vault cost 0
    Cooldown 12
    Damage 100/150/200/250 to Targeted unit, 100/150/200/250 as AoE damage.
    Damage is devided by half per instance on same target.
    Damage Type Physical
    Effects 20/40/60/80% tappering slow, recovers movement speed slowly within 2 seconds.
    Effect is devided by half per instance on same target.
    Extras -Hero is silenced for 0.4 Second upon casting.
    -Gains the ability to cast 2nd Vault.
    -Vault must be casted in 3 seconds or the window will dissapear.
    -All effects and Damage are devided by 2 per instance hit.
    1st hit =250 Damage, 80% slow
    2nd hit= 125 Damage, 40% slow
    3rd hit= 62.5 Damage, 20% slow

    Author's Note
    :

    -The signature spell of Monkey King. Also your most reliable source of damage.
    -Vaut is used to displacing enemies and making monkey king very hard to be targetted as he fly around in the battlefield.
    -This spell usually works in pair with Wan Jin Slam.


    Details & Mechanics
    : (Pictures Inside)
    Spoiler:

    Green Line: Monkey King's unit movement.
    Red Line: Scout's unit Movement.
    Green Circle: Effective AoE radius.



    Target is pushed behind 200 units.
    Monkey King is bought forward 300 units.
    Monkey King stomps 250 AoE below himself dealing the same damage as the targeted unit.


    Extra Notes:
    - Scroll to Extras section to see the hidden mechanics for this ability.




    Wan Jin Slam
    The Monkey King slams the ground in front of him, raising a mound of earth that disrupts enemies on both creation and destruction.


    Cast type Self. Instant cast.
    Action type Unit Facing.
    Target Scheme Enemy Units
    Range 200
    Radius 200
    Cast time 0.2 Second
    Mana cost 80
    Cooldown 14/12/10/8
    Damage 60/90/120/150 per pulse. 2 pulses.
    Damage Type Magic
    Effects 0.5 second Stun per pulse. 2 pulse.
    Extras Rock casted may be used as buildings to vault.

    Author's Note:

    -This spell works as a pair with Heavenly Vault to create combos.
    -A good combo usually gets the enemy hitting the rock twice, while a bad combo sometimes don't even hit the rock once.


    Details & Mechanics: (Pictures Inside)
    Spoiler:


    Grey Circle: Stun Radius.



    Instant 150 Magic Damage and 0.5 second stun after 0.2 second cast time.
    After 2 seconds Explodes again and deal 150 Magic Damage and 0.5 second stun.




    Nimbus Cloud
    The Monkey King summons his trusty Nimbus Cloud when out of combat, gaining a large movement speed boost. He also passively reduces ability cooldowns by using abilities.


    Cast Type Passive
    Target Scheme Self
    Cooldown 5
    Manacost 0
    Cast time 0
    Effects Grants 10/15/20% bonus movement speed.
    Passively reduces ability cooldowns by 0.5/0.75/1.0 second when the Monkey King uses an ability.
    Extras Nimbus Cloud goes into cooldown upon receiving any damage.
    While in cooldown, only MS bonus gets disabled. CD reduction still works as usual.


    Author's Note:
    - This spell doesn't reduce the cooldown on the spell casted, only reduces the other 3 spell's cooldown.
    - This spell actually synergises with all of your other spells. 5 second cooldown is finishly reduced after casting every single spell.
    (2 Dash, 2 Vault, 1 Slam, 5 spells).
    Last edited by HoNZhai; 05-03-13 at 08:37 PM.

  2. #2

    HoNZhai's Avatar

    • Join Date:Jan 2011
    • Location:Subang Jaya, Selangor, Malaysia
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    Skill build:

    Built: Pursuit type
    Level 1 Illusive Dash<1>
    Level 2 Heavenly Vault<1>
    Level 3 Wan Jin Slam<1> / Heavenly Vault<2>
    Level 4 Heavenly Vault<2> / Wan Jin Slam<1>
    Level 5 Heavenly Vault<3>
    Level 6 Nimbus Cloud<1>
    Level 7 Heavenly Vault<4>
    Level 8 Illusive Dash<2>
    Level 9 Illusive Dash<3>
    Level 10 Illusive Dash<4>
    Level 11 Nimbus Cloud<2>
    Level 12 Wan Jin Slam<2>
    Level 13 Wan Jin Slam<3>
    Level 14 Wan Jin Slam<4>
    Level 15 Stats
    Level 16 Nimbus Cloud<3>
    Level 17-25 Stats

    Explaination:
    > Wan Jin Slam is leveled once for combo making with Heavenly Vault.
    > Heavenly Vault is maxed first as it is your most reliable source of damage.
    > Illusive Dash is leveled once to chase down/ escape early game dangers.
    Afterwards, it is maxed out second as it has low cooldowns when it is used for initiation.

    Pros: Low cooldown of illusive Dash allows you to cast it again 2nd time in the attempt to chase the enemy down.
    Cons: Doesn't easily nuke down enemy, requires you to attempt a chase which will use up ~10 seconds to finish off an enemy.
    When to use: Enemy team's lineup don't consist of much disablers.



    Built: Burst Damage type
    Level 1 Illusive Dash<1> / Heavenly Vault<1>
    Level 2 Heavenly Vault<1> / Illusive Dash<1>
    Level 3 Wan Jin Slam<1> / Heavenly Vault<2>
    Level 4 Heavenly Vault<2> / Wan Jin Slam<1>
    Level 5 Heavenly Vault<3>
    Level 6 Wan Jin Slam<2>
    Level 7 Heavenly Vault<4>
    Level 8 Wan Jin Slam<3>
    Level 9 Wan Jin Slam<4>
    Level 10 Nimbus Cloud<1>
    Level 11 Nimbus Cloud<2>
    Level 12 Illusive Dash<2>
    Level 13 Illusive Dash<3>
    Level 14 Illusive Dash<4>
    Level 15 Stats
    Level 16 Nimbus Cloud<3>
    Level 17-25 Stats

    Explaination:
    > Heavenly Vault is maxed first as it is your most reliable source of damage.
    > Illusive Dash is leveled once to chase down/ escape early game dangers.
    > Wan Jin Slam is leveled once for combo making with Heavenly Vault.
    Afterwards, it is maxed out second as it deals more nuke damage.
    > Nimbus Cloud is only leveled after maxing out Wan Jin Slam for that extra point to maximize damage output.

    Pros: Max level of Wan Jin Slam allows you to deal heavy nuke damage in a short timeframe.
    Cons: Long cooldown of Illusive Dash makes it hard to chase down a flee-ing enemy.
    When to use: When your team consist of of disablers, securing your kill by disabling them allowing you to nuke the enemy down on-the-spot.





    Item build:
    • Monkey king lacks of survivability.
    • The tanky built is used so that Monkey king can stay as long as possible in a clash to deal more and more damage.
    • Rather than focusing on damage items, survivability comes first, because the longer u live, the more suffering the enemy is.
    Note:
    I'll be focusing more on Starting items on Solo mid.
    Solo mid builds affect greatly to your lane performance and sometimes win/loss is just a minor decision away.

    Building mid items requires the knowledge on guessing the opponent's mid hero,

    Build 1: Ranged heroes with low auto attack capabilities
    Eg: Torturer, Bubbles, Polly

    Build 2: Melee Heroes
    Devourer, Dampeer, Pebbles, Fayde

    Build 3: Ranged heroes with high auto attack capabilities
    Arachna, Emerald Warden, Valkyrie

    NEVER start off with just hatchet alone. You'll get to farm up a bottle very fast, but after bottle your lane presence will be too weak, often gets low farm and takes up too long to farm up a boot, which leads to losing rune control.

    Starting Items: Solo Mid (Build 1)


    Mark of the Novice- 150
    Pretender's Crown- 185
    Minor Totem- 53
    Minor Totem- 53
    Minor Totem- 53
    Health Potion- 100
    Total: 594

    Explaination:
    - Mark of the Novice and Pretender's Crown is used to combined into Grave Locket.
    - 2 Minor totems is used to combined into Power supply.
    - Parts of this both item is bought first, as stats is important in starting game phase.
    - Health potion is used to maintain your health before getting bottle.
    - 1 extra Minor totem is used to give a minor stat boost.

    /

    Starting Items: Solo Mid (Build 2)


    Logger's Hatchet- 225
    Minor Totem- 53
    Minor Totem- 53
    Minor Totem- 53
    Minor Totem- 53
    Health Potion- 100
    Total: 537

    Explaination:
    - Logger's Hatchet is purchased to give you comparable damage with the opponent to compete in CSing.
    - 4 Minor totem is purchased for stat boost. This includes higher HP, higher damage and higher MP. All the essentials required to win the lane.
    - Health potion is used to maintain your health before getting bottle.

    /

    Starting Items: Solo Mid (Build 3)


    Logger's Hatchet- 225
    Iron Buckler- 250
    Runes of Blight- 90
    Total: 565

    Explaination:
    - Standard melee hero starting items.
    - Logger's Hatchet is purchased to give you superior farm over the en
    - Iron Buckler is purchased to fend off harassing attacks from the enemy, provides more durable during laning.
    - Runes of Blight is used to maintain your health before getting bottle.



    Starting Items: Sidelane (Build 1)


    Explaination:
    - Standard melee hero starting items

    /

    Starting Items: Sidelane (Build 2)


    Explaination:
    - Stronger lane durability

    /

    Starting Items: Sidelane (Build 3)


    Explaination:
    - Offensive Build



    Laning Items: Solo Mid (Tier 1)

    Bottle- Always a core for mid lanes, as bottling runes automatically fills up bottle for the use of restock Health and Mana after ganking.
    Marchers- Movement speed, a core for rune controlling, ganking and mobility.

    /

    Laning Items: Solo Mid (Tier 2)

    Homecoming stone- Clear off tower divers.
    Power supply- A backup restore of health and mana during skirmishes.
    Grave locket- Faster revive and amazing stats after killing/assisting. (7 str, 7 agi, 10 int= 24 stats) for only 735 gold.


    Note:
    As for sidelane MK. Your role instantly changed into utility rather than Ganker.
    You are suppose to help out your lanemate and assist them when mid comes to gank, defending and pushing the lane.

    Laning Items: Sidelane (Tier 1)

    Marchers- Movement speed. Self explainatory.
    Mana Battery- A backup restore of health and mana during skirmishes.

    /

    Laning Items: Sidelane (Tier 2)

    Power supply- Upgrade of Mana Battery
    Energizer- Cheap yet effective item to get on MK.
    Ring of sorcery- Some stat boost and decent mana supply.



    Core Items (Tier 1)

    Ghost Marchers- Greatly increases roaming capability.
    +24 Damage synergises with Illusive Dash, as it deals damage based on MK's attack damage.

    /

    Core Items(Tier 2)

    Sols Bulwark- -4 Armor aura greatly increases MK's nuke damage.
    5 armor is also essential for survivability.

    /

    Core Items (Tier 3)
    OR/AND
    Depends on enemy's lineup.
    Nullstone- More on Targeted spells.
    Shrunken Head- More on AoE spells .

    /

    Core Items (Tier 4)
    OR/AND
    Frostbrand- More survivability and less damage.
    Assassin's Shroud- More damage and less survivability.



    Luxury Items


    Behemoth's Heart- Usually the first luxury item.
    Gives a mass buff to your HP pool essential for prolonged spam of skills.
    HP regen also to keep u in the warzone all the time.

    /


    Genjuro- An upgrade of your Assassin's Shroud.
    Gives 2x the effect of your assassin's shroud, highly boosting your initiation and escaping capability.
    Slow debuff also increases your Utility power, increasing 1 more QQ to your army of QQs.

    /

    OR
    Situational upgrade
    Frostwolf Skull (for tough games)-
    Superb survivability with awesome stats given.
    Dawnbringer (for average games)-
    Increasing MK's roaming capability and adds on a great amount of stats, also solves his mana problems.
    Monkey King with Lvl 3 Nimbus Cloud, Ghost Marchers and Dawnbringer moves at 522MS. Perma Haste.

    /


    Daemonic Breastplate- An upgrade of your Sol's Bulwark. Gives great survivability.



    Too-rich Luxury Items


    After getting all the Survivability items, MK should be tank enough and cant die anymore since MK has high mobility and great escape mechanisms.
    Doombringer boost Illusive Dash's damage to a ridiculous extent.

    /


    Codex- You mad?



    Very Situation Items


    Portal Key- When your team has close-to-0 Initiators, and really rely on your initiation when the enemy has Bound Eye.

    /


    Voids Talisman- Enemy carry is TOO FAT!



    Items not to get


    Alchemist Bones- You are not a carry.

    /


    You rely that much on your auto attacks.

    /


    Runed Axe- Illusive Dash does not gives out Splash attacks like Dark Lady's Dash.

    /


    Spellshards- Monkey King's Spell are focused on Physical Damage, Magic Reduction does not benefit MK much.

    /


    Geometer's Bane- His illusion can do nothing.
    Last edited by HoNZhai; 24-02-13 at 03:03 PM.

  3. #3

    HoNZhai's Avatar

    • Join Date:Jan 2011
    • Location:Subang Jaya, Selangor, Malaysia
    • Posts:3,748

    General Gameplay Stratergies
    Laning- Solo mid
    Monkey King is a nuker/caster/ganker, he obviously needs to gain level as fast as possible.
    Solo mid is the best choice since he can Gank sidelanes easily with Powerups, also gains level faster in a solo lane.
    Farming a bottle as fast as possible to maintain your HP and MP pool by refilling Powerups.
    Always remember to bring a TP scroll to clear off enemy tower divers.

    Laning- Sidelane
    With the help of an allied, Prefebly a stunner/disabler, Monkey King can dish out high burst damage killing opponents in ease.
    If you're going sidelane, you role will most likely to change into Utility.
    Farming Ring of Sorcery and Energizer greatly helps your teammates in maintaining lane control and winning team fights.

    /

    Initiating- Early

    Always let your allied stunner/ disabler do the initiation. Monkey king is fragile and can be easily nuked down if initiated wrongly.
    Monkey king must always bare in mind to use the Guerilla technique, kill an opponent and leave the place immediately, Monkey king is very fragile and cant afford to die early.
    Always take note of your mana, Monkey King needs 290 mana to use all his spells. Always maintain your manapool higher than that.


    Initiating- After obtaining Tier 1 Core item.
    If the enemy is far,
    Using Heavenly Vault on Wan Jin Slam's Rock and Illusive Dash allows you to Fly forward 900 range.
    Heavenly Vault 2nd Vault is then casted on the enemy far away to slow them, your teammates should have enough time to chase up with you if no miscommunication with your team.

    If the enemy is close,
    Use Illusive dash to initiate as the other remaining spells can drastically reduce the cooldown of illusive dash, allowing MK able to use illusive dash 2nd time later as a finisher.
    Illusive Dash also allows MK to reach close to the enemy enabling MK to cast Heavenly Vault, once an enemy is caught with Heavenly Vault, the enemy is hard to escape as the MS slow debuff on vault is significantly high.

    Video guides can be seen below in Advance Gamplay Strategies section.

    /

    Ganking
    Knowing when and which skill to use is the key to a successful gank, take in mind that it is not always necessary to vault twice on your target.
    The number of vault depends on which direction u came from for a gank.
    If you came from behind or u have an invisibility rune, 2 vault is always used as it displaces enemy for your teammate to reach close to cast their disables.
    If you came from the front, always use 1 vault, as it is enough to displace the enemy for any followup disables from your teammate.
    Illusive Dash behind the target and use Vault another time for maximum displacement.

    /

    Team Fights- Before obtaining Tier 3 Core items
    Circle around the battlefield waiting for any opening for the enemy's disabler. After the enemy finish casting first wave of spells, go in from the side and start Nuking your spells. Then, immediately retreat to the back and wait for your spells to cooldown/ drinking bottle. After cooldowns, go back in again and repeat the same process.


    Team Fights- After obtaining Tier 3 Core items
    Always activate shrunken head before entering the battlefield, always aim and clear off enemy's disaber/ nuker/ supporters first.
    Late game wise, u should just spam everything in a war without aiming anyone, this should deal high amounts of aoe damage to enemies around.
    By level 16, your spell should have literally no cooldowns as spamming clearing off other spell's cooldown.



    Best Allies
    Laning Phase
    Spoiler:

    Any supporter/ disabler.


    Andromeda
    Comet- Stuns the opponent, allows you to get close.
    Aurora- Armor Reduction increases you nuke damage.
    Void Rip- Displace the enemy allowing you to nuke them down.


    Nymphora
    Grace of Nymph- Restores mana for constant nuke, Increasing MS allows you to get close.
    Nymphora's Zeal- The long duration stun allows you to get close to the enemy.


    Myrmidon
    Magic Carp- Heavenly Vault synegizes perfectly with it, Pushing enemy heroes backwards as they have no chance to escape Magic Carp's Stun.
    Weed Field- Great chainup after Magic Carp's stun.


    Revenant
    Essence Shroud- A shroud with Armor Reduction. Just everything MK needs.
    Defile- A slow that benefits MK after going invisible with Essence Shroud.
    Mortification- Increases damage done, as MK is always close to the enemy.



    Glacius
    Tundra Blast- Greatly slows down enemy allowing MK to chase up.
    Chilling Presence- Mana regen aura, slighly solves MK's mana problem.
    Ice Imprisonment- A follow up to lockdown the enemy.



    Accursed
    Fire Shield- Gives MK extra Diving Power.
    Cauterize- Heals up MK.



    Game Wise
    Spoiler:


    Empath
    Illusory Veil- Blocks the enemy for MK to get close/get safe.
    As One- Pumps up MK with all the bonus he needs.



    Demented Shaman
    Storm Cloud- Great Armor Reduction/ Armor Increase for team fights.
    Unbreakable- Gives extra Damage and extra Diving power.
    Healing Wave- Heals up MK and deals some damage to opponents when MK is close to them.
    Entangle- Slows and stun the opponent, allowing MK to go closer to them.



    Jereziah
    Protective Charm- Temporary God mode for MK.
    Inner Light- Heals up MK and does a huge burst of damage when MK gets close to the target.



    Pestilence
    Swarm- High amount of Armor Reduction greatly further's MK nuking power.



    Worst enemies
    Spoiler:

    Any Silencers/Disablers.


    Blood Hunter
    Blood Crazy- 6-9 seconds silence. Renders MK useless.
    Hemmorhage- MK easily gets out of position when killing enemy. Hemmorhage takes an advantage on that.



    Emerald Warden
    Silencing Shot - 6 Second 700 range silence.
    Overgrowth- Easily traps MK when ganking
    Summon Gawain- Annoying bird that makes ganking EW hard.



    Parasite
    Facehug- A silence and chains up with the rest of the spells
    Leech- Slows MK and a part of the combo
    Codex- High Burst Damage
    Draining Venom- Amplifies all damage done. MK is very fragile and usually can't survive a full combo from Parasite.



    Succubus
    Mesmerize- Permanently stops your pursuit.
    Smitten- Reduces your damage output.
    Succubus's Hold- Instant death for MK



    Vindicator
    Gylph Of Silence- Disables MK from using auto attack on him.
    Final Chapter- Capable to stop MK from anywhere on the map.



    The Dark Lady
    Dark Blades- Continuous auto attack with Dark blades can clear MK off easily as all his spells are disabled.
    Cover of Darkness- Blinds MK, obstructing MK's pursuit.
    Last edited by HoNZhai; 23-02-13 at 02:29 PM.

  4. #4

    HoNZhai's Avatar

    • Join Date:Jan 2011
    • Location:Subang Jaya, Selangor, Malaysia
    • Posts:3,748

    Advance Gameplay Strategies
    Comboing:
    Spoiler:

    Old Combo
    Never ever use the Old Combo for MK. It deals literally no damage and Wan Jin Slam is wasted.
    >>



    Highest Damage Combo
    >>>>


    Longest Disable Combo
    >>>>

    Combo for Far Enemies
    >>>>



    Farming:
    Spoiler:

    Lane creeps (with low level and very basic items):



    Neutrals:
    Very important when solo-ing mid.
    Constantly move to the high level camp located closest to the tower.
    Throw a hatchet at the 54 second mark and get back straight to mid lane.



    Ancients(after level 16):




    Escaping:
    Spoiler:

    Terrain Advantage:
    Using and to jump over cliffs:



    Chased by hero:

    Move slightly inside to the tree, making enemies chasing you need to go face to face with you.

    immediately when enemy hero is facing you, granting you second to cast.
    (300+ 300 range)




    Cast and afterwards. (600 range)

    Total of 1200 range difference ('s range is also 1200) enables easy outrunning the opponent.



    Defending:
    Spoiler:

    Inside base:

    From a distance, +select tower.
    Then hold Shift, and +select tower again.
    Release Shift and wait.
    -This defend skill deals a burst of nuke damage of 250 Physical and 300 Magic Damage to heroes and creeps pushing.
    -This combo is considerably safe to use. It's fast, but don't use it when enemy has your inner base warded.



    Changelogs:
    Patch 2.1.0
    - Hero Added


    Patch 2.1.4
    - Starting STR increased from 17 to 19
    - Flying Nimbus Activation removed.
    Is now a full passive with a 5 second cooldown that will automatically trigger when not taking damage


    Patch 2.1.8
    - Fixed a Vault displacement bug where if Monkey King gets unbound mid-Vault and quickly changes direction, then the enemy gets displaced about 90 degrees away from the original intended direction


    Patch 2.2.0
    - Health regenincreased from 0.25 to 1.25 health per second
    This is a part of a global change to all melee heroes.

    Patch 2.2.7

    - Starting Armor reduced from 5.90 to 4.90
    - Heavenly Vault combo reworked
    - Damage rescaled so that each additional application will deal half of the previous
    - Landing affector time increased by 200ms, size increased by 50 AoE to accomodate for this change
    - Maximum damage of Vault combo is now 250+125+63 at level 4


    Patch 2.5.20
    - Health regen reduced from 1.25 to 1
    This is a part of a global change to all melee heroes.


    Patch 2.6.15
    - Heavenly Vault can no longer be stopped mid vault, no more complicated mid air combo.
    - Added an additional second in which the 2nd vault can be activated
    - Now the window of time increased from 2s to 3s

    Patch 2.6.24
    - Decreased starting Magic Armor from 5.5 to 5.25
    Last edited by HoNZhai; 21-06-13 at 01:01 PM.

  5. #5

    HoNZhai's Avatar

    • Join Date:Jan 2011
    • Location:Subang Jaya, Selangor, Malaysia
    • Posts:3,748

    Interesting Facts

    Monkey King has the highest turn rate in the game (6000).
    Spoiler:
    MK has the ability to turn 180 degrees 33.33 times a second.
    It takes only 0.03 seconds (1 Frame) for MK to turn his head back to forth

    For a contrast,
    Average hero has only 450-540.
    Slowest turn rate at 360.



    Heavenly Vault can be casted on everything except items and courier.
    Spoiler:









    MK dosent need to Wan Jin Slam directly on the hero to deal damage.
    Spoiler:


    Wan Jin Slam's Volcano also deals damage to units walked in within 1 second after it is casted.
    Scout walks pass the Volcano after it is formed and it receives 150 Damage and 0.5 Second Stun.



    Illusive Dash can dash over cliffs with the help of an enemy.
    Spoiler:





    Monkey King can Fly.
    Spoiler:





    Secrets and Glitches:

    PATCH 2.6.15 Hidden Vault Mechanics:
    Casting Range:
    Spoiler:

    The Tooltip of 2nd Vault states that the casting range increased from 200 to 300.
    The REAL casting range is 600.



    But take a look at this.



    2nd Vault was casted at 600 range away, without the need to move closer to the 2nd target.






    Damage:
    Spoiler:


    When 2nd Vault is casted <1 second after 1st Vault, it'll deal more damage to the 2nd target.
    2nd Target will receive 250+125 Damage,
    Eequivalent to Stomp+Vault damage,
    While 1st Target only receives 250 Damage.








    Illusive Dash Glitches:
    Dashing pass neutral camps cliffs
    Spoiler:



    Somehow hitting a unit with your Illusive Dash forces it's animation to be fully done.

    Dashing down Cliffs
    Spoiler:




    If you move too close to the edge of the cliff, there's a possibility that Illusive dash might just go down.

    Going uphill.
    Spoiler:




    Same theory as going downhill.




    Extras:
    AoE Range Indicator Mod
    Very useful tool. Allowing MK to know how far he can reach out for his dash.

    Grey circle= Slam AoE
    Brown circle= Dash AoE




    Credits:
    Garena HoN Forums for item pictures.
    hellfire15 for heroes and skill icons.
    Int'l HoN Forums for changes.
    Heroes Of Newerth Official Site for Monkey King's Detail and Spell Icons.
    Int HoN Forums for the AoE Range indicator mod.




    Sidenote:

    v2 of this Guide:
    I've finally done it.
    Hope you enjoy my guide


    Additional Infos:
    Btw, the combo for maximum reliablity/ damage output (depend on users)
    Im currently using Q E W Q W. But remember almost everything is situational.

    Like, never just simply press any key (Q W E), ALWAYS notice ur hero's direction facing. Wrong direction facing when doing your combo will be ending up like valkyrie leaping the wrong direction, you will be so far away from target when u turn back to reach it, its too late
    (MK can actually travel 1200 range with the combination of all his spells)


    Final Words:
    If you have reached here (by means reading finish the whole guide)
    A big thanks is given from me to you!
    Have fun and good luck pwning people with Monkey King!



    Archives:
    MK Guide v1
    -The winning Premium guide of Monkey King.
    Last edited by HoNZhai; 21-03-13 at 10:15 PM. Reason: [Spoiler] [/Spoiler]

  6. #6

    KebbXheartZ's Avatar

    • Join Date:Jan 2011
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    555

    MY BEST KDR <3
    Spoiler:

  7. #7

    asamlaksa101's Avatar

    • Join Date:Oct 2011
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    Nice informative guide. I bet you'll get your legacy soon

    UID : 68544874
    IGN : PolarBearz

  8. #8

    HoNZhai's Avatar

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    If you found any mistakes or errors, kindly correct me.
    Any suggestions, feedbacks are welcomed.


    Quote Originally Posted by asamlaksa101 View Post
    Nice informative guide. I bet you'll get your legacy soon
    Thanks! Good luck on your guide too.


    IGN: HoNZhai / Ex-GHoN Head Moderator, Retired to D2


    Guides:
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  9. #9

    Your guide is awesome .

  10. #10

    HoNZhai's Avatar

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    Quote Originally Posted by definethetruth View Post
    Your guide is awesome .
    Haha thanks for the compliment.
    First time writing a guide tho, need more feedbacks and comment!


    IGN: HoNZhai / Ex-GHoN Head Moderator, Retired to D2


    Guides:
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  11. #11

    Blek0k's Avatar

    • Join Date:Oct 2011
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    LOVE YOUR GUIDE AND YOUR MUSIC TASTE
    Big Bang - Blue............ VIP here

    Blue = Colour for pain and sorrowful
    MK Combo = Thousand Years of Pain
    Last edited by Blek0k; 06-03-12 at 01:33 PM.

  12. #12

    shieldbreaker is not bad on MK since heavenly vault is physical damage


    CMIIW











  13. #13

    HoNZhai's Avatar

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    Quote Originally Posted by Blek0k View Post
    LOVE YOUR GUIDE AND YOUR MUSIC TASTE
    Big Bang - Blue............ VIP here

    Blue = Colour for pain and sorrowful
    MK Combo = Thousand Years of Pain
    LOL, it was an accident that the song was recorded into with fraps haha.
    The video was recorded on the first day Blue was released and i was listening haha
    VIP FTW ^_^

    Quote Originally Posted by zainfairuz View Post
    shieldbreaker is not bad on MK since heavenly vault is physical damage

    CMIIW
    Yeah, the armor reduction is good. But usually my MK games can clash for 3minutes long and i didnt even land a single auto attack.
    The armor reduction requires one auto attack to debuff, but usually i dont have the time to even attack once. O.o Thats why i chose bulwark as a core.
    Last edited by HoNZhai; 06-03-12 at 10:53 PM.


    IGN: HoNZhai / Ex-GHoN Head Moderator, Retired to D2


    Guides:
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  14. #14

    magebane is still the worst enemy for mk

    you know the manaburner











  15. #15

    HoNZhai's Avatar

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    Quote Originally Posted by zainfairuz View Post
    magebane is still the worst enemy for mk

    you know the manaburner
    Yeah, sidelane.
    Any melee hero that lanes with mage is a pain in the ass.
    But usually im in mid so i dont face that problem


    IGN: HoNZhai / Ex-GHoN Head Moderator, Retired to D2


    Guides:
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  16. #16

    ephrem1806's Avatar

    • Join Date:Nov 2011
    • Location:Singapore
    • Posts:31

    about your second mk combo.correct me if im wrong but did u use W then while he is on the air u spam E so he drops?and why is this combo more painful then the first combo?the first combo does 1st vault+1st vault aoe+1st slam+2nd vault+2nd slam.isn't that already the painest?


    IGN:Avogadro

    Now you see me,Now you don't

  17. #17

    This is the best guide I've seen. Thanks for info on the Monkey King.

  18. #18

    HoNZhai's Avatar

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    Quote Originally Posted by ephrem1806 View Post
    about your second mk combo.correct me if im wrong but did u use W then while he is on the air u spam E so he drops?and why is this combo more painful then the first combo?the first combo does 1st vault+1st vault aoe+1st slam+2nd vault+2nd slam.isn't that already the painest?
    Because Vault's second cast deals half of the damage only (125damage).
    When im using the second combo, the target receives 2 times 250 damage (target and aoe damage)

    Actually to be honest, this combo is already nerfed since 4 or 5 patch ago, now the full combo #2 only deals extra 62.5 damage only.
    Last time when MK first released, the first person who invented this combo One Shot a Full health Level 6 Silhoutte in mid lane by level 7 (W,E,Q,W,Q)
    I forget the link already, but ive seen that video on youtube quite long ago.

    Quote Originally Posted by WiLD.K1LL3R View Post
    This is the best guide I've seen. Thanks for info on the Monkey King.
    Thanks for the compliment . You're most welcomed.


    IGN: HoNZhai / Ex-GHoN Head Moderator, Retired to D2


    Guides:
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  19. #19

    ephrem1806's Avatar

    • Join Date:Nov 2011
    • Location:Singapore
    • Posts:31

    alright so does it means #1 is better than #2 now?coz im a mk player and im very particular about the maximum amount of dmg i can deal with W and E.

  20. #20

    HoNZhai's Avatar

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    Quote Originally Posted by ephrem1806 View Post
    alright so does it means #1 is better than #2 now?coz im a mk player and im very particular about the maximum amount of dmg i can deal with W and E.
    2nd combo still the best. (Talking bout 62.5 damage LUL) But very hard to execute.
    I usually use first combo. 2nd combo only use when i got invi.

    MK not good hero already lar. Vault Nerfed 3 times since release.


    IGN: HoNZhai / Ex-GHoN Head Moderator, Retired to D2


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