

Entomb is objectively better though, and its not that hard to use. I've found that March of the Black King is better at scaring away people then actually dealing damage (unless your team has good lockdown/cc). He can range from being a slow waste of space to an indestructible bullet/magic/knife sponge that can allow his DPS allies to get ez kills. Skeltal is a pretty rad hero, but his effectiveness kind of depends on what the other team has. Leoric is meant to be picked against fatties like double tank, tank + azmo/nazeebo, or tank + bruiser, as he does not give a fuck about their health. If in the middle of a team-fight the second W misses, it's almost always an E to get out of there unless your supports are right on the money. If the W misses, Leoric does not hard engage. Leoric is entirely reliant on his W, if Leoric misses his W and he is up against anything with decent damage, he is going to melt too fast to be worth using. Now you may be saying "Wow that makes me really reliant on my W."

Renewed Swing is another crutch and doesn't do enough damage to be worth taking, especially when the W talent at that level makes it so your W effectively has no cooldown. Entomb is on such a short cooldown that if it catches one person it's a good entomb. Remember you don't have to get the entire enemy team with an Entomb and you don't need to get into those highlight vids of Entomb being used to save an ally from certain death. March of the Black King is bad in almost all situations, and it's in fact harder to get significant value out of it than Entomb. Ossein Renewal is also an option but never great. Ghastly Reach is both bad as a talent and as a crutch as it teaches you terrible habits on relying on increasing the reach of an ability that already has great reach. Willing Vessel is okay, sometimes Hardened Bones is better if you trust yourself to use it properly. I hope you find some use out of these rambling paragraphs Molten core is maybe the best thing about him other than lava wave and don't be afraid to use it offensively if you're fighting around an enemy broken fort if you can get in there, it's very good for picking of low health stragglers due to its range and it's basically the fight won right there since they're going to have to run or get toasted I normally take two charges as the level 20 since it delays the game long enough for the enemy to make a mistake you can capitalize on.

Always take lava wave and use it to depush the most pushed lane on cooldown and only use it while fighting if you're killing two birds with one stone. If you're not playing in a voice set up assume your team is going to be retarded. Other than basic shit like hit your abilities You should have the first quest completed fairly early The catching fire second talent is basically a must have for me for the insane amount of health regen it gives you + the 25 armor active is too good to pass up What won that game was me getting in there and landing two Qs on Genji Li-li and Muradin which let us clean up the rest take the boss and take 100% beacons uncontested letting us basically walk in and win. Later on when teamfights start happening try to get into the fight from a flanking angle just as it starts and aim for clumps of enemies, use your E to get in meteor, smash a few Qs and win the fight is the ideal situation.

Sorry for the late reply i don't think i'm too great but i'll do my best, I just normally go all in on his Q talents and if you're fighting early in lane do it so your Q hits creeps as well for the extra healing i completly shredded another rag 1v1 since he didn't do that. >Where can I find you Grand Masters stuck in Gold Hell? >Hero Rankings, Various Statistics, Talent Calculator, & Wiki >Current Weekly Brawl ( who plays those ) Don't buy random heroes to get into ranked, you'll regret it.
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