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Forum » Forum » Guides » A run-through of every Little Child form
A run-through of every Little Child form
CosmicBardFecha: Friday, 2021-08-13, 11:02 PM | Mensaje # 1
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Hi there! As you all know, the Little Child is one of the most interesting heroes out there, as there are 22 different heroes that you can work towards becoming. And these heroes are all extremely different, ranging from utility casters, to hard carries, and even unkillable tanks or damage mages.
Knowing which hero your group needs the most is quite important (unless you're in single player, in which case, you can go for whatever you feel like), as adaptation and the ability to pick him no matter what is the biggest strength of this guy. So because of this, I decided to look through all of the forms so that you're gonna know everything you need in order to make a good decision.
...Well, everything except the item builds. I have a bit of a hard time coming up with good builds, especially when I have to do it for 22 heroes. So if someone could comment good builds for some forms, I would appreciate that.
So without further ado, let's get into it:

Healer:
Form description - This guy is pretty much what you'd expect. He's basically a one trick pony that's all about healing allies.
Path - Little Child / Initiate / White Mage / Healer / Healer
Has a lot of - Healing
Has some - Utility
Has no - Single target damage, aoe damage, CC, durability
Pick him if - You have heroes that lack sustain and/or tanky heroes
Extra note - His ultimate makes everyone around him invulnerable, except himself. It lasts for a very long time, so I suggest buying a lot of tank items so that you can keep your team safe for a long time

White Mage:
Form description - This guy is all about buffing up teammates, making them deal more damage while also being harder to kill.
Path - Little Child / Initiate / White Mage / White Mage / White Mage
Has a lot of - Utility
Has some - Healing
Has no - Single target damage, aoe damage, CC, durability
Pick him if - You have one or more strong hard carries
Extra note - All 4 of his basic abilities are single targeted, so if have more people, then it's important to know who to target. Bloodlust and Edge go on the heavies hitting auto attacker, while Frost Armor and Rejuv goes onto the guy who needs help with his survivability (either a tank, or a carry who is too squishy)

Mage Warrior:
Form description - This guy is somewhat of a jack of all trades safe pick. He is a beefy carry with utility, allowing him to be a flexible pick that can play in a variety of ways.
Path - Little Child / Initiate / White Mage / White Mage / Mage Warrior
Has a lot of - Utility
Has some - Singe target damage, healing, CC, durability
Has no - Aoe damage
Pick him if - You're unsure about which form to go for and/or your team has a lot of aoe
Extra note - His ultimate, Disarm, is a very important ability to play around. Whenever it's used on the boss, your team basically has a free pass to do damage without taking much. For that reason, I don't recommend that you use it immediately (waiting until someone drops low will help with getting his health back up), unless you have teammates that get oneshot.

Black Mage:
Form description - This guy is your typical burst damage mage to get you through the early game. He does have an int scaling ult though, so he doesn't fall off THAT hard.
Path - Little Child / Initiate / Black Mage / Black Mage / Black Mage / Black Mage
Has a lot of - Singe target damage, aoe damage
Has some - CC
Has no - Healing, utility, durability
Pick him if - Your team is filled with lategame scaling characters that lack early game waveclear and burst
Extra note - This form kinda clashes with the identity of Little Child, since he's supposed to be a lategame scaling hero, while the form is all about getting through the early to mid game. Despite that, the form is pretty good at its job, and I recommend you focus on intelligence for your ult.

Dark Mage:
Form description - This guy is also a damage mage, but he has much more sustained damage and CC at the cost of less burst.
Path - Little Child / Initiate / Black Mage / Dark Mage / Dark Mage / Dark Mage
Has a lot of - CC
Has some - Single target damage, aoe damage
Has no - Healing, utility, durability
Pick him if - Your team really lacks CC
Extra note - I'm gonna be completely honest, I really don't recommend this form. Unlike the Black Mage, it does not have an int scaling ability, so he falls off real hard. Also, do NOT put a single point into his Scourge ability. As of right now (1.26C) it is bugged and it does literally nothing when you press it. Only pick this guy if the need for CC is extremely high.

Necromancer (summoner):
Form description - This guy is pretty much a one trick pony that's all about summoning a bunch of new units.
Path - Little Child / Initiate / Black Mage / Dark Mage / Necromancer / Necromancer (summoner)
Has a lot of - Utility
Has some - Single target damage, CC, healing
Has no - Durability, aoe damage
Pick him if - Your team has every important role covered already, but could use some extra utility
Extra note - This form isn't that bad, he is just a pretty niche one that doesn't really do anything that amazingly. His Animate Dead ability has a pretty weird interaction, where if you reanimate a boss, it will drop its items again once it expires (might be a bug, might be intended, I'm not sure), so you can basically duplicate the boss rewards for your team. But you do need a tank, and you do need a damage dealer, cus your summons aren't good enough at either.

Necromancer (poison):
Form description - This guy is a damage mage, and a rather weird one. He focuses on single target sustained damage and has a bunch of executes and debuffs.
Path - Little Child / Initiate / Black Mage / Dark Mage / Necromancer / Necromancer (poison)
Has a lot of - Single target damage
Has some - Utility, aoe damage, CC
Has no - Durability, healing
Pick him if - Your team has every important role covered already, but could use some extra weakening on the boss
Extra note - This form has a similar problem as the Dark Mage, in that it doesn't have any int scaling abilities either, so the late game is a little rough. Still, the execute ult will always be helpful and the debuffs along with the single target damage are fine. I'm not exactly sure about the usefulness of Slay, but at max level it kills pretty high level creeps, so there could be some interesting use of that.

Militia:
Form description - This guy is kind of a duelist carry, having a bunch of stat boosts and things that cripple a single target.
Path - Little Child / Villager / Militia / Militia / Militia / Militia
Has a lot of - Single target damage
Has some - Durability, utility, CC
Has no - Healing, aoe damage
Pick him if - You're extremely confident in your ability to farm up and you have some healers and aoe heroes on your team
Extra note - This hero is pretty item dependent, and is one of the hardest ones to farm them up with, having no healing or aoe while having medium survivability as a melee hero. So I would not recommend this form to beginners.

Swordsman:
Form description - This guy is all about mitigating enemy damage into nothingness. It's probably one of the tankiest forms out there, especially if the player stacks health.
Path - Little Child / Villager / Militia / Militia or Footman / Swordsman / Swordsman / Swordsman
Has a lot of - Durability
Has some - Aoe damage, healing
Has no - Single target damage, utility, CC
Pick him if - Your team is squishy and needs someone to go in head first and soak damage
Extra note - Buying health on this guy is really effective, because two of his spells boost armor, one of his spells is a percentage based mitigation, and another one is a flat damage luck based block. He's also one of the more forgiving forms out there, having a ton of damage mitigation, a get out of jail free card spell, and some aoe for easy farming.

Commander:
Form description - This guy is a melee tank with a whole bunch of utility for his team. Just like the Warrior Mage, he is also kind of a jack of all trades safe pick and is very versatile.
Path - Little Child / Villager / Militia / Militia or Footman / Footman or Swordsman / Knight / Commander
Has a lot of - Utility
Has some - Durability, CC, aoe damage, healing, single target damage
Pick him if - You're gonna have a lot of people around you for your aoe buffs, and/or you're unsure about which form to go for
Extra note - Yeah, you heard it right, this guy actually has a bit of everything. Although I feel like the numbers on his abilities are rather low, which makes perfect sense here. His Thunder Clap ability is absolutely insane when maxed though, getting a huge attack speed slow with a 100% uptime (4 second cd with a 5 second duration).

Dark Knight:
Form description - This guy is a more selfish version of the Commander. He's a fast melee fighter with decent survivability and damage.
Path - Little Child / Villager / Militia / Militia or Footman / Footman or Swordsman / Knight / Dark Knight
Has a lot of - Aoe damage
Has some - Single target damage, CC, durability
Has no - Healing, utility
Pick him if - Your team has plenty of utility or sustain for you and they need a melee fighter to get the job done
Extra note - There are a bunch of other fighters out there that are similar to the Dark Knight. The thing that makes this form special is the aoe and the constant speed. Pulverize is insanely strong for clearing a lot of small enemies and the speed passive gets you across the map real fast. Meanwhile, forms like Martial Arts Master are better in 1 on 1 combat.

Footman:
Form description - This guy is also a tank with a ton of mitigation like Swordsman, except that he trades away some tankiness for more damage.
Path - Little Child / Villager / Militia / Footman / Footman / Footman / Footman
Has a lot of - Durability, aoe damage
Has some - Single target damage, healing
Has no - Utility, CC
Pick him if - Your team lacks both in the tank and the aoe department
Extra note - Pretty much all of the damage of this form comes from his Counter ability, so it's gonna be crucial that you go in first so that the enemies will be hitting you. That ability also works on towers (might be a bug, might be intended, I'm not sure), which makes him basically the best Skull Tower taker in the game.

Monk:
Form description - This guy is a melee fighter who focuses a bit more on the tanking side of things rather than the damage.
Path - Little Child / Villager / Fighter / Hermit / Monk
Has a lot of - Durability, healing
Has some - Singe target damage, CC
Has no - Utility, aoe damage
Pick him if - It looks like your team needs a tank, but you want to make sure you can do damage just in case
Extra note - This form is pretty dang good at scaling, having some great lategame abilities and a punch that scales off of his strength AND the max health of the target (strength is a stat that's really good on this hero btw, since it makes him tankier while also empowering his crit and the punch). The only spell that looks somewhat weak is his Meditate, but it does do some decent healing if you put enough points into it.

Martial Arts Master:
Form description - This guy is one of the most independent hard carries out of all the forms.
Path - Little Child / Villager / Fighter / Hermit / Martial Arts Master
Has a lot of - Single target damage
Has some - Durability, CC
Has no - Utility, healing, aoe damage
Pick him if - Your team has plenty of utility and aoe, but they need a strong melee carry
Extra note - Just like the Monk, this hero has a strength scaling punch, but he also has a huge percentage based damage steroid on his ult (along with a crit ofc), so damage and strength purchases are extremely powerful on this guy. He does require good farming like the Militia, but messing up is a bit less punishing due to the huge armor boost from Toughness.

Zombie:
Form description - This guy is an extremely slow tank with great early game damage and a bunch of strong attack speed slows.
Path - Little Child / Villager / Fighter / Zombie / Zombie / Zombie / Zombie / Zombie
Has a lot of - Healing, aoe damage, durability
Has some - Single target damage, CC
Has no - Utility
Pick him if - Your team lacks both in the tank and the aoe department
Extra note - This form fills a pretty similar role as the Footman, but does it in a different way. Instead of relying on mitigation, the Zombie uses a huge health pool and a ton of regen, and instead of scaling through strength based ability damage, he uses the permanent health from Scourge and the attack speed slows from his poisons. Just make sure to get yourself some TP scrolls and/or items with huge movement speed because that speed is really painful.

Flesh Golem:
Form description - This guy is basically a lower risk - lower reward Martial Arts Master, as he fulfills the same role, but trades damage for aoe, durability, and 0 mana cost abilities
Path - Little Child / Villager / Fighter / Zombie / Zombie / Zombie / Zombie / Flesh Golem
Has a lot of - Single target damage
Has some - Durability, aoe damage, CC
Has no - Utility, Healing
Pick him if - Your team has utility and needs a tanky melee carry
Extra note - Despite the fact that this form has 0 base mana and abilities without mana costs, it can still use intelligence and mana items just like any other hero (it's a waste of course, just wanted to point it out xd). There isn't really much to say about this hero, as he is basically a combination of Dark Knight and Martial Arts Master (all of his abilities are present in those two forms). But he's definitely a sold and a hard hitting carry.

Abomination:
Form description - This guy is big tank with a ton of health, speed and aoe damage. He's a meat shield just like the Zombie is, except that he has a damage ability that actually scales off of health.
Path - Little Child / Villager / Fighter / Zombie / Zombie / Zombie / Abomination / Abomination
Has a lot of - Durability, aoe damage
Has some - Single target damage, CC
Has no - Utility, Healing
Pick him if -  Your team needs a tank and you're looking to scale hard
Extra note - The reason why this hero scales so well is his ultimate, which gives permanent health every time he kills an enemy. The only other form that has a permanent stacking mechanic is the Zombie, but his is held back by a cooldown, while with Abom, the limit is how fast you can kill things. Not to mention, the Poison Blast spell scales off of max health, so the health stacking actually increases your damage too! You want to combo your spells in this order: Poison Blast - Meat Bath - Cannibalize, and the Heavy Speed can help you escape if your health is falling down too fast.

Vampire Lord:
Form description - This guy is a sustained damage caster with a lot of other extra things. He does the sustained damage job better than the Dark Mage or the Poison Necromancer, but has less CC than the former, and lacks the powerful execute of the latter.
Path - Little Child / Villager / Fighter / Zombie / Zombie / Vampire / Vampire (intelligence) / Vampire Lord
Has a lot of - Single target damage
Has some - Healing, aoe damage, CC, Utility
Has no - Durability
Pick him if - Your team needs some early to mid game damage, but it isn't so desperate that your hero has to be only about that.
Extra note - Despite having no int scaling in his kit, this hero can still scales somewhat well due to the high numbers on the Vampire Bats. If you get your levels fast enough, you could potentially use Mind Control on quite a few bosses, but even if you're late with the lane ones, you can still borrow a few from the jungle (just not the Troll Warlord, cus it will stop the series of bosses spawning there).

Ancient Vampire:
Form description - This guy is an item reliant hard carry too, but what makes him different is the insane amount of lifesteal on his auto attacks.
Path - Little Child / Villager / Fighter / Zombie / Zombie / Vampire / Vampire (agility) / Ancient Vampire
Has a lot of - Singe target damage, Healing
Has some - Utility, Durability
Has no - Aoe damage, CC
Pick him if - Your team needs a melee carry, but you want to make the farming a lot easier
Extra note - If you're not that confident but still want to play a melee carry, don't bother with Militia or Martial Arts Master. No, this form is the one. Between the huge and consistent damage boost from Claws, and the insanely powerful healing from Vampire Bite, messing up will be a lot more forgiving. The utility from ult and Terror will also keep you useful no matter what.

Skeleton Warrior:
Form description - This guy is a carry too, but an early to mid game one. Other than his ult, there aren't many lategame scaling things in his kit, but instead has some decent flat numbers (kind of)
Path - Little Child / Villager / Fighter / Zombie / Skeleton Warrior / Skeleton Warrior / Skeleton Warrior
Has a lot of - Single target damage
Has some - Durability, aoe damage, CC, Healing
Has no - Utility
Pick him if - You're looking for a hero that can act both as an early to midgame powerhouse, while also becoming a carry later.
Extra note - This hero has some niche strengths. For one, he is really good at constantly applying short duration CC to interrupt enemies, and he is also very resilient against ranged auto attacks specifically. It can definitely be a powerful form when played right, though you do need some confidence for him, cus if you fall behind, you really are just a pile of bones.

Skeleton Viking:
Form description - This guy is the CC tank. He isn't as tanky as a Swordsman, and doesn't do as much damage as a Flesh Golem, but he sure as hell can stun a lot.
Path - Little Child / Villager / Fighter / Zombie / Skeleton Warrior / Skeleton Warrior / Skeleton Viking
Has a lot of - CC
Has some - Durability, healing, single target damage, aoe damage
Has no - Utility
Pick him if - Your team needs a hard to kill tank but also lacks CC
Extra note - A big problem with this hero is that his kit consists mostly of flat numbers with no strength, damage or health ratios, making the late game a little hard. The health regen from his ult is extremely high though, which kinda saves him (along with the 1,1 second duration bash). Just make sure to not hold it for too long, because it does NOT prevent or remove damage, it just slowly (or quickly) heals it back.

Skeleton Archer:
Form description - This guy is the only ranged carry form. His role is to just stay back and fire hard hitting arrows from a distance.
Path - Little Child / Villager / Fighter / Zombie / Skeleton Warrior/ Skeleton Archer / Skeleton Archer
Has a lot of - Singe target damage
Has some - Durability, aoe damage
Has no - Healing, utility, CC
Pick him if - Your team has enough tanks and supports, they just need a lot of damage
Extra note - Casting Frost Arrows manually will give you a bit of extra range (might be a bug, might be intended, I don't know), so until you get so much attack speed that it's impossible to match it with the "hotkey + click", I'd recommend that you use it that way for extra safety. If you're struggling with mana, you can try to not have Frost Arrows toggled on all the time and instead just use it when you see that the boss isn't affected. And make sure to pray to your bone god for those random big ult crits.

Aaaaaand that's it! This actually took a lot longer than expected xd
If you have any questions or anything you'd like to change here, please let me know!
kochurov92Fecha: Wednesday, 2021-08-18, 7:57 AM | Mensaje # 2
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Great guide!

Message edited by kochurov92 - Thursday, 2021-08-19, 11:54 AM
Forum » Forum » Guides » A run-through of every Little Child form
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