Monkey King
Introduction
HoNZhai presenting Guide on Monkey King. (First guide ever made)
Monkey King is a powerful Physical damage nuker with low cooldowns and high mobility also high roaming capability.
Monkey King can gank lanes with ease, killing single enemies in seconds and dish out high physical damage in clashes.
Hero Overview
Pros (+)
-High movement speed
-Good aoe spells with low cooldowns
-High mobility
Cons (-)
- Nuke 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 spell
- Bad stat gain, 2.0str and 2.0int per level as monkey king needs high health and mana pool
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 2 second window.
Cast type : Self, Instant cast
Target : Unit facing
Range : 300
Radius : 200
Cast time : 1.0 Second
Mana cost : 90. 2nd dash cost 0 mana.
Cooldown : 15/13/11/9
Damage : 10/20/30/40 + Attack damage as Physical Damage to all targets hit per dash.
Extra effects : Cut trees on its path
-Gains the ability to cast 2nd dash if an enemy unit is hit with the 1st dash.
Author's Note: This spell's damage dosent scale well on level.
-Difference in damage on Level 1 and Level 4 is only 60Physical damage if dashes twice.
-This spell is well used on initiating or chasing down opponents.
Details: (Pictures Inside)
Spoiler:
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.
Heavenly Vault
The Monkey King vaults over a unit, jumping in front of it while knocking it backwards.
Cast type : Target
Target : Anything except Items and Courier. Runes, Wards can also be vaulted.
Range : 200
Landing Range: 300 on units. 600 on towers/ runes/ wards/ corpse (unit dies when casting vault).
Radius : 200
Cast time : 0.4 Second
Mana cost : 120. 2nd vault cost 0 mana.
Cooldown : 12
Damage : 100/150/200/250 Physical Damage to Targeted unit, 100/150/200/250 as AoE damage.
2nd cast- 50/75/100/125 Physical Damage to Targeted unit, 50/75/100/125 as Aoe damage
Effect : 20/40/60/80% tappering slow, recovers movement speed slowly within 2 seconds.
2nd cast- 10/20/30/40% tappering slow, recovers movement speed slowly within 2 seconds,
Extra effects : Gains the ability to cast 2nd Vault. 2nd Vault deals half damage.
Vault must be casted in 2 seconds or the window will dissapear.
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 catch as he fly around in the battlefield.
-This spell usually works in pair with Wan Jin Slam.
Details: (Pictures Inside)
Spoiler:
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
Target : Unit facing
Radius : 200
Cast time : 0.2 Second
Mana cost : 80
Cooldown : 14/12/10/8
Damage : 60/90/120/150 Magic Damage per pulse. 2 pulses.
Rock implodes after 2 second.
Effects : 0.5 second stun per pulse.
Extra effects : Rock casted may be used to vault as buildings.
Author's Note: This spell usually only deals 150 damage as the 2nd pulse is can be easily avoided.
-This spell works as a pair with Heavenly Vault to create combos.
Details: (Pictures Inside)
Spoiler:
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
Cooldown : 5 seconds after last damage received.
Effects: Grants 10/15/20% bonus movement speed.
Nimbus cloud is cancelled by receiving any damage.
Extra effects : Passively reduces ability cooldowns by 0.5/0.75/1.0 second when the Monkey King uses an ability.
Author's Note: This spell dosent 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).
Skill build (Reworked)
Built: Pursuit-style type
Level 1 - Illusive Dash/Heavenly Vault
Level 2 -Heavenly Vault/ Illusive DashLevel 1 - Illusive Dash/Heavenly Vault
Level 3 - Heavenly Vault
Level 4 - Wan Jin Slam
Level 5 - Heavenly Vault
Level 6- Nimbus Cloud
Level 7- Heavenly Vault
Level 8 - Illusive Dash
Level 9 -Illusive Dash
Level 10 - Illusive Dash
Level 11 - Nimbus Cloud
Level 12- Wan Jin Slam
Level 13- Wan Jin Slam
Level 14- Wan Jin Slam
Level 15- Stats
Level 16 - Nimbus Cloud
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 llusive 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/Heavenly Vault
Level 2 -Heavenly Vault/ Illusive Dash
Level 3 - Heavenly Vault
Level 4 - Wan Jin Slam
Level 5 - Heavenly Vault
Level 6- Nimbus Cloud
Level 7- Heavenly Vault
Level 8 - Wan Jin Slam
Level 9 -Wan Jin Slam
Level 10 - Wan Jin Slam
Level 11 - Nimbus Cloud
Level 12- Illusive Dash
Level 13- Illusive Dash
Level 14- Illusive Dash
Level 15- Stats
Level 16 - Nimbus Cloud
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.
Pros: Max level of Wan Jin Slamallows 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
Personally its my favourite built. 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 suffer the enemy is.
Starting Items: Solo Mid
Mark of the Novice- 150
Pretender's Crown- 185
Minor Totem- 53
Minor Totem- 53
Mana Potion- 50
Health Potion- 100
Total: 591
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 suppply.
Parts of this both item is bought first as stats is important in starting game phase.
Health potion and Mana potion is used to maintain your health and mana before getting bottle.
Laning Items: Solo Mid
Bottle- Always a core for mid lanes, as bottling runes automatically fills up bottle for the use of restock Health and Mana after ganking.
Wards of sight- Important to maintain rune control.
Homecoming stone- Clear off tower divers.
Laning Items: Solo Mid (Tier 2)
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.
Marchers- Movement speed, Self explainatory.
Starting Items: Sidelane (Can be opt to use in Solo Mid)
Iron Buckler-250
Runes of the Blight- 90
Total: 565
Laning Items: Sidelane
OR
Iron shield- Reduce damage received from range heroes harrasing attack.
Blood chalice- Maintaining mana pool
Ring of sorcery- Better choice! compared to Blood Chalice.
Homecoming stone- Clear off tower divers.
Boots- Movement speed. Self explainatory.
Core Items(Tier 1)
Greatly increases roaming capability. +24 Damage synergises with Illusive Dash, as it deals damage based on MK's attack damage.
Core Items(Tier 2)
OR/AND
Depends on enemy's lineup.
More on Targeted spells- Nullstone.
More on AoE spells- Shrunken Head.
Core Items(Tier 3)
-4 Armor aura greatly increases MK's nuke damage. 5 armor is also essential for survivability.
OR/AND
Frostbrand- More survivability and less damage.
Assassin's Shroud- More damage and less survivability.
Luxury Items
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.
An upgrade of your Assassin's Shroud.
Gives 2x the effect of your assassin's shroud, highly boosting your initiation capability.
/
Situational upgrade
- Frostwolf (for tough games)
******* survivability with awesome stats given.
- Frostburn (for easy games)
Increasing MK's roaming capability and adds on a little survivablity. Monkey King with Lvl 3 Nimbus Cloud, Ghost Marchers and frostburn moves at 503 MS and 522MS when Phased is activated.
An upgrade of your Sol's Bulwark.
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.
You mad?
Very Situation Items
When your team has close-to-0 Initiators, and really rely on your initiation when the enemy has Bound Eye.
Enemy carry is TOO FAT!
Items not to get
You are not a carry.
You dont frequently use your auto attacks.
Illusive Dash does not gives out Splash attacks like Dark Lady's Dash.
Monkey King's Spell already has very low cooldowns, Spellshard's reduce cooldown effect will not be very usefull.
Monkey King's Spell are usually focused on Physical Damage, Magic Reduction does not benefit MK much.
His illusion can do nothing.
another guide for HoN player click link
BalasHapuswww.honguide12.blogspot.com