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Old 05-31-2013, 10:40 AM   #1
ttimt
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Thumbs up Kaolin the Earth Spirit


01/6/2013
*MORE TO COME *[/COLOR]
Copyright Reserved
There are many ways of playing. So this is just 1 of them.







Background Story

When the blight of the Scourge threatened the isolated peak villages of the Crag Lands, their pleas for aid went unanswered. The strong villagers climbing ever higher up the mountains to seek refuge, leaving those too young or old to their fates. When the forces of evil fed upon the helpless, their innocent blood wet the stones of the foothills. Seeing this, the heart of the mountains wept, and forged it's own champion to face off against the teeming hordes. Hewed from the cliff face, Kaolin was born into our world. Wielding the strength of the mountain, he bends stone and metal to his fierce will.



Statistics :

Strength
21 + 2.9

Agility
17 + 1.5

Intelligence
18 + 2.4



Advanced Statistics :

Affiliation: Sentinel
Attack Animation: 0.35 / 0.65
Damage: 46-56
Casting Animation: 0.01 / 0
Armor: 4
Base Attack Time: 1.7
Movespeed: 305
Missile Speed: Instant
Attack Range: 128
Sight Range: 1800 / 800


Pros/Cons :
When to Pick :



Skill :
Innate: Stone Caller

(Innate, Level 0, Target Point)

Kaolin raises a stone from the depths of the earth to aid him in battle. Creating a rock consumes a Stone Charge, and charges replenish at a rate of 1 per 25 seconds. The rocks last up to 2 minutes with a max 6 rocks active at a time. Rocks provide no vision.

Cast Range: 1400
Cooldown: 0

Note: This hero has an Innate ability that doesn't do anything on its own but is used by his other abilities.

*This skill has great cast range, you can even cast it at places where you can't see (Fog). This skill uses 0 mana and will replenish every 25 second so keep spamming this skill everywhere!!!





Boulder Smash:

(Target ally, enemy or rock. Melee range)

Kaolin slams an ally, enemy, or Rock with his mighty stone, knocking them away from him, and damaging enemies the slammed target collides with. Slammed Rocks travel farther than fleshy targets and also silence impacted enemies.

Damage: 100/150/200/250
Slam Distance: 800 (3x when utilizing a Rock, 2400)
Slam Speed: 1200
Silence Duration: 5 seconds (only with a Rock)

Impact AoE: 225

Cast Range: 150

Manacost: 100
Cooldown: 22/18/14/10

*This skill can silence if you smash a rock. It can pass trees. You can also push enemy away when your teammate is fleeing. SAVE Him!. This can be use as combo with BloodSeeker's Rupture, same as force staff but with damage.






Rolling Boulder:

(Short Channel, Target Direction)

Kaolin turns into a boulder and begins spinning in place to build up momentum. After 0.6 seconds, he launches himself 800 distance in the direction he is facing, damaging units he passes through but stopping if he collides with an enemy hero or is stunned. Rolling over a Rock will add momentum, increasing roll distance, speed, damage, and adding a slow to the hero you collide with.

Damage: 90/120/150/180 (+50% when utilizing a Rock, 135/180/225/270)
Rock Slow: 80% AS/MS for 2 seconds (only with a Rock)

Roll Distance: 800 (+100% when utilizing a Rock, 1600)
Speed: 800 (+100% when utilizing a Rock, 1600)

Impact AoE: 150
Manacost: 50
Cooldown: 16/12/8/4

Note: This skill will always go the full distance, you cannot choose a shorter distance. It stops on the opposite side of the first hero it impacts. The Rock is consumed when used as a boost for rolling.

*Since your innate has 1400 range, you can cast innate far and keep rolling to your rock. This skill has low cooldown, it can be used as escape mechanism. Rolling over rock make it impossible for your enemy to catch. You can also use this to catch fleeing opponent.





Geomagnetic Grip:

(Target Ally or Rock)

Kaolin runs a magnetic charge through the targeted ally or rock, quickly pulling them to him. Enemies struck by the target being pulled will be stunned, and will also be dealt damage if the pulled target is a Rock.


AOE: 180
Stun: 1/1.5/2/2.5 seconds
Rock damage: 125

Pull Speed: 1000
Cast Range: 1400

Manacost: 75
Cooldown: 13

*Good for pulling your ally and saving his life. This skill can also stunt and gank! The stone is not destroyed.





Magnetize:

(Active, No Target)

Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby rocks to become energized and explode, applying/refreshing the magnetize debuff on all units near the rock. This process can repeat multiple times. Rocks are destroyed in this process.

Magnetized heroes feel the effect of the Silence and Slow from Rock enhanced Boulder Smash and Rolling Boulder if one Magnetized hero is affected by them.

Cast AOE: 300
Rock Search AOE: 300
Rock Explode AOE: 600

Debuff duration: 6 seconds
DPS: 50/75/100

Cooldown: 80
Manacost: 100

Note: When a Rock is in an AoE of Magnetize, it doesn't immediately disappear, it becomes innert and then disappears after 5 seconds (can still be used by your other spells in the meantime)

*Cast this with rock nearby or else this skill is like completely useless. Use this wisely, it can affect many heroes at once.



Skill Build :

Skill Build can be flexible, so don't complain suck sucks suckx
Skill 2nd and 3rd have low mana cost
  1. Geomagnetic Grip
  2. Rolling Boulder
  3. Boulder Smash
  4. Geomagnetic Grip
  5. Boulder Smash
  6. Magnetize
  7. Rolling Boulder
  8. Geomagnetic Grip
  9. Boulder Smash
  10. Geomagnetic Grip
  11. Magnetize
  12. Rolling Boulder
  13. Rolling Boulder
  14. Boulder Smash
  15. Attribute
  16. Attribute
  17. Magnetize
  18. Attribute.



Item Build :



Starting Item :




or



Core :





Luxury :



Situational :



Optional :



Rejected :



Best Allies:
Oracle
Bloodseeker

Worst Enemy :
Centaur Warchief
Tanker
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Last edited by ttimt; 06-07-2013 at 01:52 PM.
Old 05-31-2013, 03:38 PM   #2
Tahinpekmez
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Noob guide. This hero is obviously not a carry, not even a semi-carry. He should support the team, therefore his item build shouldn't look like this.
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Last edited by Tahinpekmez; 06-01-2013 at 11:25 PM. Reason: Proofread
Old 05-31-2013, 03:42 PM   #3
Tahinpekmez
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Oh for addition, he is a great initiator and displaceser. Pick him and your Sand king, Tidehunter will never have to buy a blink dagger.
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Old 05-31-2013, 11:05 PM   #4
mak12s
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kaolin is initiator not carry kaolin relies on his spells to initiate and kill
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Old 06-04-2013, 06:18 AM   #5
Cisco
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Default Re: Kaolin the Earth Spirit

I've been playing this hero allot and i can tell you he is more of an initiator. I've been experimenting builds for him and the best i can say is Phase, Urn, Orchid then random HP/Defense items like a Vanguard, blademail, or pipe.

Here's why i think Urn and Orchid are the best for him.

Orchid: Yes, his first skill allows him to silence enemies however there are cases when the accuracy of that is demanding therefore Orchid is great to combo after his stun+roll combo. The Roll instantly slows the enemy and during that you can activate Orchid to silence them so they can't retaliate with a stun or teleport out. While Ginso maybe the best disabler item in the game Orchid is just allot easier to farm.

Urn is a great weapon to have early game because you can combo it after your stun+roll combo and it works well with his Ulti.

So the most practical build IMO is Phase, Urn, Orchid then follow it up with HP/armor items.

Extra items can be: Random HP items, Dagger/Force, Radiance, Shiva's, Diffusal, BKB, Blademail.
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Old 06-04-2013, 02:26 PM   #6
mooning_cat
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Pretty bad guide, maybe you should play the hero before pushing out random words just to be the first who releases a guide about Kaolin.
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Old 06-12-2013, 06:10 AM   #7
koblaster12345
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Why is force staff part of the Rejected items? It's a great item that can be used by almost any hero.
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Old 06-29-2013, 03:18 AM   #8
abrams
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wtf is tanker?
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Old 06-29-2013, 03:21 AM   #9
DrFrank~
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Default Re: Kaolin the Earth Spirit

IMO Dagger is the best item on him.
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Old 06-29-2013, 05:08 PM   #10
wind1234
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Default Re: Kaolin the Earth Spirit

better go with vlad, arcane boots and janggo , veil . guinso/tarras on late game or dagon ,
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Old 07-20-2013, 11:55 PM   #11
chad_9578
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I don't agree with anything on this guide. i don't have the skill to make one so here come:
the build should go on roll first, it's the best skill to secure kill and flee early game (maxed at lvl 7).
second skill (one lvl) must be smash, so u can roll, then smash the unit backward, ultimately under your tower attack range (maxed at lvl 10). third skill to take his stun, so you get every skill at lvl 3 (maxed at lvl 13). then u max roll, so u have the 4 sec cooldown and 270 dmg (with rock)

Stuff: radiance/ mana boots/ blademail/ bloodstone/ veil of discord/ tarrask/ halberd. those are the best items for him, perfect synergy.
less synergy: shiva's/ dagon...

early game
this hero is an excellent mid, who can own most conventional mid heros.
that's because his primary skill, roll, slow a LOT. and, put you behind the hero you're rolling to. that means: if you roll to someone mid who's resonably close to your tower, then smash him, he'll get pushed toward your tower. with that you can easily get a first blood at lvl 2. and if you do it at lvl 3, u can also stun the target once under tower fire. FB attempt assured.
this hero is primarily a ganker, and then he is a tank. roll to someone, ulti, drop a rock, smash it. every hero around are now silenced use blademail/veil/shiva's, and then keep on droping rock until every body is dead. feel free to use the stun, so you get everybody grouped a bit longer, and spamm your spell. don't let yourself be surrounded!

midgame: you're still as strong, but now you die faster. let someone else initiate, then proceed as above.

late game. you're now more geared toward tanking. go first, drop every spell, blademail, and try to stand to every attack while your team own every one. don't forget to drop rock so your ulti stay active, but keep one for you in case you need to flee.

lately: hint!

you can use your skills in combo.
you can smash a rock, then bring it back with grip, silencing and stunning everyone in a line.
you can drop a rock far, pull it to you then roll. if you roll toward the stunned target, you'll it every time as soon as your stun is lvl 2, and most of the time with lvl 1 stun.
you can also use this combo to flee. drop the rock, stun your pursuer and then roll in the opposite way. this way the hero won't get on your way stoping your roll.

you can also use smash, then grip on the smashed rock, then roll toward the target, to dish out the most dmg in the smallest dmg interval.

feel free to contact me if you want more.
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