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 Post subject: Thread of guides
 Post Posted: Mon Aug 27, 2012 12:20 pm 
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Posts: 127
Guides from console version a bit outdated but can get you general idea behind every character in the game:
http://www.xblafans.com/awesomenauts-fully-awesome-guide-47919.html

Coco:
http://pastebin.com/1m5M0R83

Leon:

Lonestar:

Froggy G:
http://pastebin.com/Qb1X2x6y

Clunk:
http://pastebin.com/FsYgrwvc
http://pastebin.com/FVuJuAmj

Yuri:

Voltar:

Derpl:

Gnaw:
http://pastebin.com/rhW8Wx9g

Please share your secrets with the community:)
(Will transfer that Coco guide to pastebin later)


Last edited by Astral on Sat Sep 08, 2012 12:50 pm, edited 6 times in total.

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 Post subject: Re: Thread of guides
 Post Posted: Mon Aug 27, 2012 3:10 pm 
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I wrote this Clunk guide a week or two ago. Hopefully this thread gets pinned.

There's two ways you can go with clunk for the early-mid game, either Self Destruct or Missiles (his normal attack). They highly depend on your unlocks.

No unlocks loadout :

Bite : Multi Hose, Medical Pump, Screamer Engine*
Self Destruct : Thermonuclear Cleaner, Titanium Hard Hat, (Either the snail or cooldown reduction)
Missiles : Free Flight fins, Missile Barrage, Fat Pete
Utility : you will ALWAYS need boots, and my other favorites are piggy bank to start with the snare right away and the power pills turbo to have a HUGE health pool late game, but the last two are yours to chose.

*You ALWAYS must start with Bite + screamer engine (snare), since the bite gives you great sustain so you don't have to go back, and the snare will give your team first blood in 70% of your matches once you master the delay on your bite.

There's two ways to build clunk with this optimal loadout : Exploding clunk and Missile clunk.

Important : The missile build is hard countered by Froggy G. If you're facing a frog, you must go for the explode build.

Missile Clunk : Once you get your bite and snare, you'll want to analyze the situation ;
if you are staying in lane unharmed and don't have to move too much, you can spent your 350-400 first solar in missiles upgrade (Prioritize them in this order : Attack speed (fins) -> Barrage -> Fat Pete).
If, on the other hand, you have to go back to base regularly due to to much burst or the fights are happening all over the map, you'll want to get the boots as fast as possible.

Once you get your boots, you usually spend all your solar into missile upgrades. If you're not too ahead and taking a bigger pounding, you should instead save a bit and get your first tier of Medical Pump, it gives you +20 health per successful bite up to 60 until you die, it's really useful to safely land your snares.

This one is pretty straight forward. For the whole game, all you'll be doing is shooting people from as far as you can, until you see good opportunities to jump in and snare, letting your team unload their bursts and making it easier to land your missiles.

Strengths :
-Better DPS
-Less teammate dependent
-Less risky
-Great synergy with bubble Yuri (high attack speed and DPS)
-Much lower cost for fully operational build
-Doesn't rely on snares to function

Weaknesses :
-Not much burst
-Low to moderate ganking potential
-Low damage start

Here's some good tips about this build :

-Clunk's missiles work using a sequence. The first missile is always a small one, the first barrage upgrades makes it a 2 missile sequence, the second one being stronger. The second barrage upgrade makes it 3 with an even stronger missile, and the fat pete makes it 4 with a missile twice as strong as the first one.

Why the heck don't you just get fat Pete? Well if you get only fat Pete, it's only going to come out as the fourth missile and your 3 other missiles are going to be small ones, not really great DPS-wise.

-You have to be good at aiming and leading your target since clunk's missiles are the slowest ranged attack in the game, but you don't have the stress to be on cooldown.

-Clunk slightly outranges most turrets in the game, you can destroy a turret in 3-4 waves without any upgrade if unhindered by staying just outside it's max range and pounding at it.

On Ribbit IV, you can stand on the upper platform that's right next to the enemy turrets in the top lane to shoot it from safety, using your missile's small homing capability to curve around the "terrain".

On Sorona's bottom lane, you can stand on the last step just before the last turret and hug the wall to avoid being targeted by it. You can then aim just above the bot "maneuvering it", and clunk's long missile arm will shoot through the terrain.

Ribbit IV's trick also applies to station 404.



Explode Clunk : You still need to start with bite and snare, and will want to come back to buy Explode as soon as you can. Boots are a must right after you unlock explode.

You want to get one damage and one hard hat upgrade before getting your third Explode item, then you will want to either save for Medical Pump if you're doing good, or buy power pills tier 1 and 2 if the game is harder. Finish all your explode upgrades then get all your max health items and you'll be an invincible killing machine.

This build is quite harder to pull off. First, you need to reliably land your snares ALL the time to immobilize the enemy while you detonate. Then, you must make sure you don't chip off too much of your health in hostile territory or you're done for. Last, if you miss your enemies, you're just a huge target waiting to be attacked.

Since the bite lasts 0.5 less seconds than the explosion takes to charge, you'll want to move between your enemy and his fastest escape route, then you'll have to react very fast to follow them once the snare wears off. This stops to be a problem once you get level 2 snare, which lasts 2 seconds instead of one.

Strengths :
-Great burst
-Great ganking potential
-Bigger damage at the beginning
-Great synergy with stun froggy, tongue Leon and a Coco that lands good knockbacks

*Is a high risk, high reward build.

Weaknesses :
-Bad DPS
-Can be teammate dependent
-Much more risky
-Much higher cost to become fully operational
-Highly dependent on your ability to land snares

Here's some good tips about this build :

-It's great at clearing big minion clumps and farm tons of solar, if you can then retreat without enemy retaliation.

-Sometimes, you can save a teammate or yourself by just frightening your enemies with the explosion radius.

-You can use Explode to chip at a turret and run away when your minion wave isn't in proximity.

You can drop in and destroy opponents who are low on HP but think they're safe by hugging their turret.

-Can be used along with the minimap to create great gank opportunities ;

On Ribbit IV, you can drop in and out from the jungle using the bushes, start the epxlosion beforehand and arrive just in time for the explosion and a bite, usually ensuring a kill.

On Sorona, you can drop from pretty much anywhere to gank enemies.

Station 404's gravity pit is going to become your new home for ganks on this crazy one-lane map.



All unlocks loadouts (Now things get serious) :

Bite : Multi Hose, Medical Pump, Screamer Engine*
Self Destruct : Thermonuclear Cleaner, Titanium Hard Hat, Universal Charger
Missiles : Free Flight fins, Missile Barrage, Salvo Value Pack
Utility : you will ALWAYS need boots, and my other favorites are piggy bank to start with the snare right away and the power pills turbo to have a HUGE health pool late game, but the last two are yours to chose.

Missile Clunk : Salvo value pack is clunk's very BEST item in his whole loadout because of how it synergies with missile barrage, it's also his last unlock. You see, the value pack is a combination of barrage and fat Pete, so you'd get the exact same effect as if you bought the other two separately.

The trick is that barrage's missiles, which are second and third in the sequence, are ADDED to the value pack's. Yes, half of your missile shots now became double missiles. Huge dps, huge dps indeed. It even takes care of one of the negative points about this build, because eating the double missiles will make your opponent take around 40 damage, which is quite close to burst damage. This is la creme de la creme of Dps/burst builds.


Explode Clunk : Universal Charger, also an extremely good upgrade for Clunk. It reduces the charge time of explode to .6 seconds, down from 1.5. This one is very strong when you take Explode and Universal Charger instead of bite and snare at first.

Just keep it secret until an opponent has 3-4 HP bars left, when he's just thinking about retreating, then BOOM his face goes, giving you first kill and starting a mad snowball.


You probably realized I didn't talk about multi-hose, it's because it's useful but not as good as all the other upgrades. It's only use really is to create more sustain, and change this sustain in burst healing by doing AOE with your bite. It's also great late game to snare their entire team.

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 Post subject: Re: Thread of guides
 Post Posted: Mon Aug 27, 2012 7:12 pm 
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I'd write one for Lonestar, but I'm far from the best out there so it's probably best if someone more accomplished did so.

Great thread idea though, this'll be very useful for new players to find their feet with heroes, or experienced players to quickly get the general gist of what's what with a hero they may wish to try.

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 Post subject: Re: Thread of guides
 Post Posted: Mon Aug 27, 2012 9:31 pm 
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its hard to put a good guide on specific characters because this game is continuously evolving and theres been a patch almost every two weeks since release.

i guess a good guide that can stay good forever is a basic survival guide. maybe explaining why some passive loadouts are better than others and why certain tactics work well on some maps but not for others etc.

:)

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 Post subject: Re: Thread of guides
 Post Posted: Tue Aug 28, 2012 1:07 pm 
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Restless Frager wrote:
Why the heck don't you just get fat Pete? Well if you get only fat Pete, it's only going to come out as the fourth missile and your 3 other missiles are going to be small ones, not really great DPS-wise.

Actually, Fat pete gives a higher DPS than one level of Missile barrage, even without managing the sequence.

Average damage per missile:

Base: 14
Missile barrage: (14 + 18) / 2 = 16
Fat pete: (14 + 14 + 14 + 26) / 4 = 17
2x Missile barrage: (14 + 18 + 22) / 3 = 18

As you can see, Fat pete gives a higher DPS bonus for the same solar, which is even more when you consider that you can always start with one due to Clunk's sequence system. Also, Missile barrage is pretty cost-inefficient in general.


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 Post subject: Re: Thread of guides
 Post Posted: Tue Aug 28, 2012 5:13 pm 
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Okay I didn't do my homework about the DPS, but if you miss that one fat Pete, it's going to hurt your dps much more than if you miss a barrage missile.

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 Post subject: Re: Thread of guides
 Post Posted: Tue Aug 28, 2012 6:20 pm 
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Currently I find exploding not to be a great counter to Froggy G.

Played many games where he just zoomed right out of the explosion area with no damage whatsoever.

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 Post subject: Re: Thread of guides
 Post Posted: Wed Aug 29, 2012 12:45 am 
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Nefarious Bear wrote:
Currently I find exploding not to be a great counter to Froggy G.

Played many games where he just zoomed right out of the explosion area with no damage whatsoever.


Well I usually get it to hit him using Universal charger, just fire it just as he's about to stun you with his dash. Unless he started dashing while right on top of you, he'll stop right in the radius.

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 Post subject: Re: Thread of guides
 Post Posted: Wed Aug 29, 2012 3:40 am 
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Shotgun Froggy guide I posted awhile back:

Here's a quick guide to "shotgun Froggy", which is a fairly common build among advanced players.

Personally my buy order is as follows:

Piggy>Dash>Thornfish>Boots>Health>Damage>Damage>Attack Speed>Attack Speed>Health>Tornado>Shield>Tornado Speed>whatever is left

I buy piggy and dash then run around collecting enough solar for Thornfish before the game starts and buy it before I head down to push.

While pushing, because you are so fragile, the idea is to get as many attacks off with the double damage from Thornfish from behind creeps as possible - keeping dash ready so you can stun and set up kills with your team mates.

Save up enough solar for boots/health then go buy them. Now you can play a bit more aggressively due to your speed and extra survivability. Farm the neutral creeps often for gold/health. This is pretty important but be aware of the other teams movements so you aren't ganked.

As you add damage to your gun you will be able to push towers more and more easily, especially with creeps, this leads to early game map control against most teams. Keep stacking your damage and attack speed and you can both get a lot of kills with stun/attack and push towers with ease.

Late game as you start investing in tornado you will find you can run into a tower and pop the shield tornado, then jump up and down firing shots (so you take less tower hits) and do roughly 30% of the towers health just by yourself whenever you like (backdooring is particularly effective). Also as you upgrade tornado speed you will find it surpasses your movement speed, which makes for great quick attack combos by dashing in getting a few shots off then using tornado shield+speed for a quick, protected escape.

Don't be scared to fight Leons by jumping around them while they try and get melee hits, your large jump combined with your high damage often confuses them into feeding.

With this playstyle you can both push aggressively and get a fair amount of kills, and aslong as you are somewhat decent at moving around the map you shouldn't be killed very often if at all (unless you get greedy). Using your dash to help your team mates is also pretty key, time that stun to perfection and you can both save lives and take them with ease.

And yeah thats basically shotgun froggy in a nutshell.

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 Post subject: Re: Thread of guides
 Post Posted: Wed Aug 29, 2012 5:05 pm 
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Don't suppose anyone has, or is working on a guide to Voltar? I think he's pretty fun, but normally I'd just play a few bot matches to get the gist, but the bots don't exactly work with you terribly well I found. I'd rather not jump into an online match with him and ruin my team's games for them if I botch it.

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