LET ME STRESS: At this point in the guide it's more of a step-by-step "Here's how I play Hercules" more than anything else.
More to come, as for now it's a placeholder for all the different item builds I go to suit different teams.
A few notes:
Go into battle undaunted with a properly leveled 3rd skill. Activate it before fights to soak up everything.
Use your 2 -> 1 combo to bring people far behind your lines. Aim a hit with your 2nd skill to snag them in - then position yourself to push them further into your territory.. or tower.
Your ult is the spergest of all. These builds guarantee a lot of damage for Spergules while keeping him tanky, so your ult will hit intensely hard - This coupled with its relative ease of use can claim tons of lives.
Combine his ult with things such as Anhur's Obelisk, Thor's wall, and so on - Recommendations would be the "pinball" combo: Use Odin's Ring of Spears as a basketball hoop, and then see the ball bounce and deal massive damage.
Also, throw the ball into walls and corners at close range. This makes it deal extra damage.
Items that are central/important:
Warrior Tabi - Spergules doesn't have natural Phys. Pen. Get this.
Focused Voidblade - Nice stats in general, plus more Phys. Pen.
Ankh of the Bear or Ankh of the Golem - Pretty central in general, no matter what build. Gives you a ton of money's worth.
Eye of Retaliation - Right alongside Sperg's passive, this makes him spew more hurt as he gets more hurt. Mostly only if you are going a very offensive build.
Jotunn's Wrath - I like because of a number of reasons. It's cheap, adds points to Sperg's low MP pool, physical damage and penetration, alongside a nice helping of cooldown reduction. Herc is very dependent on picking off enemies with his skills, so it definitely helps.
Hide of Leviathan - Even if the enemy team has their damage almost one-sided to either physical or magical, I tend to get this. The passive and general helping of stats really gets you tanky - And again, an addition to Spergules' MP pool is always appreciated.
Lastly, my choice of actives:
Meditation - Sperg has a very low mana pool. With his heal, he is virtually infinitely sustainable, but his MP pool restricts that. Meditation allows you to stay outside of spawn very long, and when upgraded fully you can also heal a ton of your health if in a pinch.
Hand of the Gods or Fist of the Gods - Since Sperg's usage of mana should be low due to his mana pool, he can't exactly spam his skills to get last hits, and his attacks are slow. Of course, you will get more damage later, but this will help early, especially if you're in solo lanes. When upgraded to Fist of the Gods late in game, this will give you a bit more control over the battlefield.
Aegis Amulet - This really doesn't need explanation, but well.. This allows you, at the right times, to dodge a lot of ults and skills that could deal high damage. But use it wisely, because your enemies might catch up to you in the second or two that you're out while using it. Luckily, when fully upgraded it does shield for a bit of damage.
First, to address JararoNatsu, I might not be able to put too much work into the guide these next days, but I'm definitely planning to flesh out why I chose what I chose in the guide, but as it stands right now, I whipped this up very late yesterday just to get the idea out, and just jut down a few extra notes that I thought could be mildly helpful. That does not mean I made this guide just to be an alt-tab guide; I definitely want to make this a better one. As for the BB coding/pictures/etc. I'm learning, albeit slowly. ( Or at least trying. )
To answer Raventhor - While I do agree with you that Mitigate Wounds ( See, I'm learning! ) definitely is an insanely strong spell early, I have personally not felt the need to max it first, since my 2 - 1 combo tends to do the job - Which becomes considerably easier as Driving Strike has very high damage. Because of this I tend to very quickly eliminate people before Mitigate Wounds even has a chance to take full effect. I'll have to experiment with this, though, since your first two skills have just as much potential in level 1 as they do in level 5 for pulling people into your territory, bar the damage of course. I can see why you'd want to focus on the heal and just stay alive forever.
As for choosing Ninja Tabi over Warrior Tabi and the issue about physical penetration... Now this one I will take into consideration. I really love CDR on Herc, and since you said he doesn't need that much penetration with a Focused Voidblade I'll try it out.
On the topic of skills, I really did kinda neglect those, didn't I. I only really mentioned his passive in the little tidbit about Eye of Retaliation in the description, and I should definitely also flesh out my choice of skill build.
Last about the choice of items - yes, they do make him insanely tanky, but I did really focus all my attention to making all these builds (except Super Sperg) to be both tanky and give him the means to deal a ton of damage. It might not look like it, but he definitely can wreak havoc with these items, and be almost unkillable to boot. I might tweak them more to be weighed towards a bit more damage.
Again, as said in the description, more to come. I can't really guarantee whenever, though.
Anyway, not a bad build. I disagree with maxing Driving Strike over Mitigate Wounds, however. The extra poke is nice, but Mitigate Wounds heals 120% at max rank, meaning any damage you take is literally healing you. Maxing this out, while you may not do as much *damage* in a trade, you will ALWAYS win a trade. And since you're going with a lot of protections - Ankh, Voidblade Bulwark, Leviathan - the healing really makes you unkillable.
So I'd max Mitigate Wounds over Driving Strike over Earthbreaker
Unless this is a jungle build, because you don't have bumba's so I don't know. The healing would still, with blue buff, give you infinite sustain, so I'd probably still take it over your 1, as it lets you last longer in the jungle versus your jungle partner, and as such you can counter-jungle his buffs.
I'd consider Ninja Tabi over Warrior Tabi as well. Voidblade gets through enough protections, and you should never be fighting tanks. Any bruisers will lose to you because they'll probably only have voidblade, and you're the best trading bruiser in the game with Mitigate Wounds. The CDR when stacked with Jotunn's Wrath will let you perform many 2-1 combos in a single fight.
Add in use of Purification Beads against those like Hades, Ares, etc.
My only caveat in general, though, is I'd try to focus him as more of a bruiser than a tank. You already have a tank in most situations in conquest, so you should be doing a lot of damage - which Hercules is good at. Don't waste time building him full tank when you already have so much healing on your 3.
As far as the *guide* is concerned, as Jararo said, make a skill section (to explain them in depth, including his passive which you have 100% neglected in the guide), make an items section that's more in depth, including in your secondary builds, an actives section that elaborates on the possibilities of many more than you have, and a teamfight section outside of your small tips and tricks.
All in all though, still a +1 from me. This guide has more positives than negatives, but I'd give it a 3/5.
Other than that, the guide itself doesn't give anything to look at. You basically have told us:
1. Sperg does this, so do it.
2. Sperg doesn't have this, so get this.
3. Sperg likes this, do like it.
You give very little information on items and you have four complete builds, most of which have good core items but not so good 4th-6th.
I would recommend that you really go into detail here. Tell us why EVERY item is important to YOU, or in this case Sperg. Tell us how you/Sperg would play through the ENTIRE game, not just how to use his abilities.
Pictures, some BB Coding, really add detail here. There's not much here as it is.