Hero Strategy - Fire Lord

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ChrisH36

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Firelord - Hero Strategy
BEWARE! I LIVE....
Last revised: April 13, 2006 (v1.20d)



Greetings again web surfers and fellow Warcraft players, I have once again written another hero guide towards one of the latest additions to the neutral lineup, The Firelord. A agile hero with many fire type abilities that can help you change the tides in combat.

General

The Firelord is an elemental made up entirely of living flames and lava, with devastating spells and attacks that range from hurting multiple targets to even taking out singles or heroes. His movement speed allows him to outrun most early units except huntresses, but his attack power is low considering he doesn't gain much agility as he levels up. As with any ranged hero, he will have less Hit points and microing him will become very important in the sense that he doesnt get surronded and killed off so easily before you even have the chance to use spells.

His summons can multiply as they attack other units allowing you to get a quick army if they manage to stay alive. Also, this hero is a good anti-caster considering he can silence a hero or a single unit with Soul Burn. Incinerate is just deadly in any hands, especially when the enemy is packed together and you set one off.

His ultimate will take practice to aim and also keep your own units from getting affected by it and also keep him from being stopped. Other than these weaknesses, the Firelord is a truly remarkable hero that can really turn the tides with rushing, attacking, or fighting closely grouped minions.

Firelord Abilities


Soul Burn

For 85 mana, this spell will put a bright red marker over that target's head. As long as Soul Burn is in effect, the unit will: Lose 50% of his attack strength, cannot cast spells and will take damage per second over a period of time. Extra points in this skill increases the amount of damage caused and the duration of the burn.

This spell is more of an hero assualt spell. The hero will take small damage but he cannot fight back with his spells, his or her attack power will also be halved for a few seconds. This makes it easier to take down heroes or make them less effective in combat.

But it also doesnt have to be just for heroes! You can use it on regular run-of-the-mill units like Tauren and Frost Wyrms. Cutting THIER attack strength in half makes it even more harder for them to kill you. Especially when you pull off this silence on a spellcaster like Priests or Sorceresses.

Cast Soul Burn on weak units for fast kills, also use it to do some sucker punch damage to runner units (units that are trying to get to the hero).

Use this spell to stop a channel like Starfall, Tranquility, Earthquake or other channels that can be hazardous to you or your allies.

This spell is ment for mini cripples and nothing more, but it can still kill the unit if it is rendered weak enough to a point where the DPS can finish it off.



Summon Lava Spawn

For 150 mana, you can summon a little Lava Spawn, a summon unit that will shoot lava at nearby enemy units. Much like the Archmage's Water Elemental - but with a surprise. Extra points in this spell makes the Lava Spawn do more damage and have more hit points in battle.

As this elemental attacks, he will get darker and darker. After 15 attacks, he will start to giggle and stand still. After a while, he will create a new fire spawn that will share the same property as the first one you summoned.

With is special effect, you can summon a little army of fiery bastards for your enemy to contend with; that is if you can score 15 hits before the elemental falls. Use creeps, critters, or any form of enemy to add on hits to the elemental.

Since he does piercing damage, he is good for taking on hunts earily, casters and eventually air. Especially when you have enough of them summoned at once.

However, like summons they succumb to Abolish Magic, Purge or any other dispel moves that damage summons, causing you to lose your hard earned elementals. Also, high amounts of damage can bring them down easy.

To counter this, dispel the creatures or take them head-on and find a way to attack them or the Firelord. If they start to split, they are helpless until they release another one, use this time to try and kill them.

This spell is helpful for getting fast units during creep runs or defense or harassing your enemy. But besides the weaknesses he carries, his ability to multiply is a great asset to your army.



Incinerate - Arrow Spell

For 6 mana per shot, you will add some special effect to your attacks. Each attack will attach flame to the target, causing your attacks to do 1 damage extra per hit. If the target still has these flames when he or she dies, then the flames will trigger a high-combustive explosion - destroying the unit completely (no corpse left behind) and damages all near-by units. Back a few patches, this was a Passive, but made Arrow because of its imba.

This spell is good for two ways of combat. You can either use it on high hit point units and allow the damage bonus to accumulate damage or to destroy weak units and cause explosions to your enemy army. Either way will eat mana, so carry potions or have an Archmage jack off Brillance to restore the lost mana.

The destruction of a corpse has some pluses. For instance, tauren cannot be revived by Ressurection or Ancestral Spirit or corpses in general cannot be turned into skeletons. So use this spell especially when you fight the tauren.

Be sure that you allow the effects of the splash to strike your targets. It would be unwise to use Incinerate of just one solo unit alone. Note that heroes are also affected by this arrow. So they release an explosion when killed, but don't lose thier corpses for obvious reasons.

In creeping, use its accumilating damage and splash to finish creeps fast. Also use in conjuction with Lava Spawn to really cause some explosions.

In general, incinerate is a good sucker-punch waster skill, especially with splash and corpse removal.



Volcano - Ultimate

For a whopping 200 mana, you can summon a volcano of fiery death from the ground. This volcano will spew out rocks that cause 100 damage and stun for 2 seconds. Buildings will take 200 damage from this spell, this spell must be channeled in order to obtain its full effect.

Use this spell to level those pesky tower noobs or to wipe out bases. Show that Far Seer that he isn't the only base wrecker ultimate out there. Since it does 200 damage to buildings, you can level farm buildings (Ziggs, Moon wells, etc.) to piles of rubble in seconds.

Against units, use this spell where they are either stuck or cannot reach the firelord to try and stop it. When they get stunned, it will make it much easier for your units to attack them without interferance. Use your own stuns like War Stomp, Statis Traps or slow moves to keep the units inside the volcano. Cause face it, all they have to do is either escape the volcano's blast radius or force the Firelord to stop casting it.

Like most channels, don't cast near someone that can stop the channel. For example, you shouldn't cast it where a Raider can easily throw a net at you (most cheap and effective way to stop most channels). Otherwise, you will waste 200 mana easily.

Be forewarned, this spell is chaotic. Meaning that will damage and stun any ground friend or foe except for the firelord himself. Don't accidently lose your men because of your own super cool ultimate.

Volcano is a lot more reliable than the Far Seer's Earthquake in the sense of base wrecking and its good for hurting units. All n' all its a good ultimate to consider when fighting forces.
 
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