-Watch first before reading guide.
Ok, so this, IMO, is the most optimal build for skolldir in 1.18. :
and / : : :
What to buy Early game
Standard Skolldir items. This is what 99% of Skolldirs roll out with. This combo is enough to get you kills easily right off the bat. Stick with your team and try to catch anyone who overextends. Your grab range is huge horizontally and can combo with your stun punch. ie stun punch into throw works 99% of the time (except vs frog)Middish Game
Order here is flexible. If the enemy team has a rae /coco I'd recommend getting 1regen/2hp punch before getting range on punch.Mid-late game
This is usually where matches start ending. Get 1 in slow throw to help in teamfights even more, then max gnome. After this I'd get earthquake, but if there is an enemy frog on the team I would max slow which basically ensures death for any frog that gets grabbed. Max slow throw basically halves his dash length and makes it so that he cannot outjump your 3rd punch after Oily activates. Quake + snare + range + damage pretty standard.
How to play Skolldir effectively : Stay in the front lines, you have a pretty decent amount of HP and can tank hits REALLY well due to regen + HP punch. You can literally stay in lane all game as long as you don't overextend when your HP is low. +20HP per 3rd bash coupled with max regen makes it extremely difficult for the enemy team to push onto your team without commiting themselves or putting themselves at huge risk.
Some Skolldir tricks :
Click punching - Ok, I can't think of a better name but an easy way to improve your punches is to click each individual punch. this allows you to delay your 3rd punch while chasing or if you're kinda stalemating/footsieing at middle. This also allows you to chase enemies dropping through platforms better IMO.
The BnB - bread n butter : Land a stun punch then immediately go into throw. Simple Skolldir combo that is extremely effective. If you land a stun punch it is basically a guaranteed grab followup. Enemies can drop below platforms, but with experience you'll be able to read these situations and follow them and grab them mid dropdown.
Last second jump on 3rd bash - People instinctively try to jump away when they are thrown. Last second jump punches are a great way to catch people trying to escape. The more you play, the more you'll be able to react to jumps. With slow on throw you won't even need to jump punch.
Turret bodyblocking : Ok, you've thrown an enemy into your turret and now he's trying to escape. Skolldir has a huge character model allowing him to easily body block enemies. try to do short hops in front of the enemy to bodyblock, you'll have to be a bit preemptive when blocking them because the game's netcode is wonky. Another trick is when you know an enemy will jump over your character model, you do the first two punches of your combo then you delay the 3rd punch and turn around and hit them after they've jumped over your model! Great trick to catch enemies trying to escape.
Grabbing characters through turret : your grab range is ridiculous. You can grab people halfway through their turret. use this to your advantage. the threat of this forces enemies to play way back when your team is pushing.Character Matchups
One of the most difficult matchups for Skolldir all throughout the game. His early game competes with yours (missiles + instant 40 dmg dynamite). It is extremely difficult to catch him. his double/triplejump is really problematic for skolldir early game. He jukes you extremely well and with his missiles + dynamites covering him I would recommend not approaching him unless it is a 2v1 situation. Mid game he gets slow bull triple dynamite double missiles , but by this time you should have the regen/lifesteal punch and this allows you to go head to head with lonestar. Always count his jumps and try to time your 3rd punch when hes landing so you can combo into your throw.
His 1v1 is on par with you. He has a great early game and his dash is extremely hard to punish. This matchup requires alot of work. Both of you will be baiting each other into using your main skills and whoever whiffs usually loses. The matchup IMO , is in Skolldir's favor. Your punch destroys his tornado, your grab destroys his tornado and your earthquake can even snare him mid dash. if you hit a frog with stun punch he will most likely dash out of there. If you're in a position where you know he will dash, jump up and bait the dash and grab him after the dash animation ends and punish him. If he dashes into you and starts tornadoing you can grab him out of tornado, if you have slow on throw and gnomes frog is usually insta gibbed. Hard matchup, but i think its in skoll's favor.
Free kill. Not kidding. Get range, get Hp punch and clunk literally becomes a non factor. Huge target and extremely easy to grab/land punches on.
Annoying early game due to strong DoT and strong plants. Near midgame when you start getting your sustaining abilities (regen/lifesteal punch) he kinda becomes a non factor. his DoT is basically a non factor since you burst heal so quick and he dies if he gets caught and cannot doe anything to escape. Just avoid early game and wait it out till midgame.
Hard, but still manageable. his hitbox is HUGE so just pick at him with range punch + Hp punch and if you know he's going to unseige, run up and grab him. His bumpsnare will OHKO you, but you have greater movement speed so it shouldn't happen too often. If you see him buy boots you should get boots too so he can't outrun you.
Free kill. Skolldir hard counters monkey extremely well. one grab usually results in dead monkey anywhere on screen. Your 3rd bash will knock him out of jetpack mode so make sure you drop down with him to land the grab.
i'll add more later.