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|Infused Strikes - This is what makes Hun Batz who he is. The burst potential is insane if you crit. To use this passive to its maximum effectiveness in fights, use an ability, then auto attack once, then another ability followed by an auto attack, etc. Note that there's no delay as opposed to Polynomicon so feel free to spam that combo.|
|Somersault - The slow combined with your passive works really well. Use it to escape and initiate, though try to initiate with the teleport from Sacred Monkey before using Somersault as you can also use the jump defensively, as opposed to the teleport. If you want to invade at level 1, this ability is your go to as the slow on it is insane.|
|Overhand Smash - Your main ability, your nuke, if you will - it does the most damage out of your basic abilities. Try to hit as many enemies as you can with it, and don't forget, that because of its long animation, you can cast it a little bit before engaging or clearing the camp to save time.|
|Sacred Monkey - Apart from the obvious use of damage, the teleport is insanely useful for surprise initiation, namely with Fear No Evil, but it's also great for dodging attacks by surprise and avoiding enemies and their abilities. Remember, you can always bounce this ability off of things like Vulcan's Turret or Loki's Decoy.|
|Fear No Evil - But fear this ultimate, as it is insanely powerful. Try to hit as many enemies as you can with it, and perhaps disrupt abilities like Berserker Barrage. Note that enemies will be feared directly away from the totem in the center of the ultimate, so you could make them run away from you, towards you, or into a wall.|
|Power: Hun Batz's main role, apart from fearing the entire enemy team, is dealing damage, and a lot of it. His abilities scale very well.|
|Penetration: No matter which enemy you are fighting, they will always have some physical protection, and without the penetration, your damage will drop harshly.|
|Cooldown Reduction: Hun Batz is ability reliant. You want to have that time where you are useless cut down to its least, and have as many ultimate as you can.|
|Protections: Hun Batz transitions really well from an Assassin to a Bruiser late game, and so protections are the path to this transition.|
|Critical Strike Chance: 30% crit from your passive is nice, but not enough to guarantee the damage, an, frankly, who doesn't love to see those bloody numbers?|
|Lifesteal & Attack Speed: These aren't suited for the same reason: Hun Batz is not a boxer. He is not Kali. He uses a lot of his abilities for damage.|
|Bumba's Mask: The standard start for junglers. Provides good sustain, extra gold and faster clear.|
|Rage of the Gods (HoG 2): Helps in the early clear and in counter jungling, especially with the 60s cooldown. Later on decide whether you want Fist of the Gods or the option to steal camps with HoG 3.|
|Consumables: I'd recommend going for either a Healing Potion and a Mana Potion, or a Multi-Potion and a Ward.|
|Warrior Tabi: A pretty standard item for Assassins. Provides mobility, damage and penetration which help you a lot in the early game. Usually I get this item first.|
|Jotunn's Wrath: Power, Penetration & CDR. Everything you need. Fits Hun Batz like a hand to a glove, or like wrath to... Jotunn...|
|Deathbringer: Takes up your crit chance to 50% when combined with your passive, which will also a lot more damage.|
|Transcendece: On its own, this item grants you about 100 power at level 20, in addition to getting rid of your mana issues.|
|Heartseeker: If you get ahead early, this is a great item to further extend your advantage.|
|Hydra's Lament: Lots of power and capping our CDR? Oh, and a passive that deals extra damage when you auto attack after casting an ability? Now where does that sound familiar from?...|
|Malice: Takes up your crit chance to 70% with Deathbringer and Infused Strikes, and if you build a lot of power, this item's passive is really effective.|
|Titan's Bane: Pure penetration that is especially useful against enemies with heavy physical protection.|
|Brawler's Beat Stick: Lots of power and very useful flat penetration, in addition to a great anti-heal.|
|Shifter's Shield: Straight up protections and power. When you are in need more power, it gives more power. When you are in need of more protections, it gives more protections.|
|Hide of the Urchin: The finest protection item you'll ever find. Provides lots of protections from both kinds in addition to some health and mana.|
|Magi's Blessing: If you want to be an unstoppable wrecking force, this will allow you to do it. Get this against enemies who heavily rely on their CC, such as Anubis or Ymir.|
|Void Shield: Enemies have 3 physical powerhouses? Need some more penetration? Don't want to give up power? This is the item for you.|
|Witchblade: If you really need to counter many auto-attack reliant and no one on your team can get it, this is a good choice.|
|Ancile: Tons of magical protection and a load of physical power AND capping your CDR. Amazing against lots magical-centered teams.|
|Runic Shield: If you don't have the time to stack Ancile or just seek a whole lot of magical protection with some power, go ahead.|
|Aegis: Aegis saves lives against enemies with heavy burst abilities like the Kraken.|
|Beads: The usual second active, to ensure you won't be disabled by CC.|
|Greater Blink: This is a pure luxury choice. If you don't feel like you need any of the other actives, this will allow you to initiate fights and gank better.|
|Sprint: If you are facing enemies who rely on slows and don't really need the other actives, this is great for choice and escape.|
|Clearing Camps: Your main clearing ability is Overhand smash, as it does the most damage. Early game, you also use Sacred Monkey, as you need the extra clear. Use HoG whenever possible, preferable on buff camps if there are available.|
|Fast Clear: Hun Batz is quite strong in this aspect. Use two of your abilities to clear and a few auto attacks and you are good to go. The use of HoG also aids in this situation. When you do use HoG, save it for when you know it'll kill the jungle camp. If you use it from the start and get compromised before finishing clearing, it'll be wasted.|
|Vision: In order to not get caught with your pants down while counter-jungling, you must have map awareness. Knowing where the enemy jungler and the enemies of the nearest lanes is a must. These are assisted by Wards, obviously. Furthermore, enemies might have wards in the jungle themselves. Sentry Wards can help with that.|
|Escapism: Inevitably, there will be games where enemies will detect and ambush you. Luckily enough, Hun Batz has spades in disengage. The standard would be just jumping over the wall, but even things go south very quickly and prevent you from doing so, just fear the enemies and then escape to freedom. Plan a route where you know it'll be safe to go to, and pay attention.|
|Fight: Because of your high burst and amazing dueling potential with Fear no Evil, you can easily burst someone down when they try to approach you. Just fear them to the wall and smack them to death.|
|Ultimate Ganks: There is almost no greater ganking tool in the game when talking about Fear no Evil. You can choose towards where to fear your enemies, when, and cannot miss it. Basically, fear them towards you or towards a wall, and slap them while your allies hit easy set-up abilities thanks to you.|
|Non-Ultimate Ganks: Here you bring almost nothing other than damage. So, the element of surprise is key, to buy you more time to deal your damage. Another tool would be the slow on Somersault. 50% slow for 2 seconds is massive, and while it doesn't immobilize the target as well as your ult, it can certainly help setting up abilities. Just focus a single target and deal as much damage as possible.|
The Monkey's Roles
|Area Damage: This is done by all of your abilities. All of them have the potential to hit more than one enemy, and so in team fights, that is a huge asset. It's pretty simple though - just use one of the combos described earlier, or perhaps alternate between their order according to your need. Cast the abilities, hit as many people as you can with it.|
|Single Target Damage: This is a bit more complicated, and is done with your auto attacks and perhaps Sacred Monkey, but that's debatable. The best way of doing so is choosing a target and then focusing and committing to it. Auto attack only after using an ability to get that crit chance, considering your abilities are available.|
|Initiating: Your only real tool for initiating team fights is Fear no Evil, and it is the only tool you need. Being such a wide area effect and having such good CC means that a fight could practically end in that 1-2 seconds of fear duration, with good coordination from your team. Cast this ability in the middle of the team fight and try to hit as many enemies as you can.|
|Flanking: Most of the times, you won't be able to jump into the fight and initiate with Fear No Evil by yourself, rather than you'd be tied to your Support to do so. To be able to initiate by yourself, you can go behind enemy lines and then surprise them. Because of Hun Batz's high mobility, and perhaps with the help of Wards and Counter Wards, you could flank the enemies very quickly and surprise them in no-time.|
Subzero008 - One of the best guide crafters out there. Helped with some designs in my previous guides. And he wrote The Jungler's Handbook.
Piederman - The author of the amazing guide of Ao Kuang - You'll Never Break My Wind. Lots of my designs are inspired by him.
TormentedTurnip - Dr. Paco is also a great guidecrafter and an arena specialist. Some of my designs are also inspired by him, specifically the Stats section.
Firraria - Point out the choice of Transcendence over Heartseeker.
Sanguis - Thanks for the skill-sequence BB code.
BestMinionEver - Marki has pointed out the option of starting with Death's Toll instead of Bumba's Mask. He also great jungling guides and a counter-jungling guides. Check them out!
jhoijohi - Without her "making a guide" guide, I wouldn't have been able to write this guide.
January 29th, 2014
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