Carnobog (it is a car joke) (because he is fast! beep beep!)
Chernobog - Lv.120
https://www.youtube.com/watch?v=Mbb1GBo9CK8 (no this isn't some autistic Thai child's channel, it's the spirit of Carnobog, with 1800 movespeed and a oneshot aura)
ChalkyBrush discussing Monarch Ring in devchat:
[3:58 PM] ChalkyBrush: ya but you cant have rune bonuses
[3:58 PM] ChalkyBrush: its to support items builds which very few actually use
[3:59 PM] ChalkyBrush: most builds revolve around massing a rune
[3:59 PM] ChalkyBrush: this completely removes the ability to do that
As all veteran players have learned over the years, it's best to completely disregard Chalky's intentions, because most of the time they're dumb as fuck.
Any hero can avail themselves of the obvious synergy between Blazing Fury Armor and Redfall Runners, but Chernobog has several significant advantages that work alongside it better than other heroes. In order to get the most benefit out of those items, you need to stack thousands of AGI, and Chernobog's runes are powerful enough that he doesn't feel the penalty for using Monarch Ring, which is that rune bonuses on your gear are negated and turned into massive amounts of attribute points instead. W3 shreds tens of thousands of Armor even with just the base 20 rune points, W1 gives excellent health sustain the more frequently you attack, E2 and R2 zones ensure that Wind Deity Crown is constantly bathing large areas in free autoattacks, and R3 is a handy Physical cleave source (which, at time of writing, isn't considered Base Ability Damage and doesn't pierce Spell Immunity, probably because Chalky sucks). On top of that, of course, Chernobog can weather massive amounts of punishment thanks to his W toggle, which limits even the largest incoming nukes to dealing just 5% of his max HP, and his Chronosphere ultimate is the perfect answer to basically anything in the game which might otherwise be annoying or dangerous. His base attack damage is fueled by the lovely new Demonic Gloves of the Judiciary from Winterblight's latest dungeon, providing him 5 base damage for each point of his lowest attribute... the Chernobog provided above has over 15,000 base attack damage, since his lowest attribute (probably INT) is around 3,000. (His AGI is close to 5,000!) Around 100% bonus attack damage is provided by Wind Deity Crown gems, and his Immortal weapon provides Base Ability Damage and more Demon%, as if his R1 wasn't enough!
Most hostile units in RPC can only withstand 1 attack from Chernobog, and he delivers about 12 attacks per second against targets caught in E2, R2, and his melee range swipes. His biggest damage instances are from W1, which deals damage based on his missing mana - a gem in his gloves helpfully gives up to 2.5 mana for each attribute point, and he has a LOT of those... and at any given time, around 50% of his mana is missing, thanks to his E spell and Glyph T5-1 draining it to that level. (Some mana is retained because W needs it to truncate instances of damage when the need arises.) All these factors combined allow Chernobog to move at ludicrous bullshit retard warp speed, and when he passes by enemies, they simply explode in a pulse of midnight blue light, dead before they can even react to his presence.
There is only ONE unit in RPC that threatens Chernobog, no matter what his build is. No, it's not the spike bears in Sea Fortress (just run at them with W toggled on). No, it's not the Winterblight Draugrs (but they ARE gigantic fucking assholes and I hate them). No, it's not Ancient God, Tanari Water Spirit, or even Ol' Spiny. Chernobog's only weakness... is those fucking Puck mobs in the 3rd wing of the Tanari Water Temple. The ones that zap you every time you lose mana. To most other heroes, they are nothing but a mild annoyance, but Chernobog's E constantly drains mana while toggled on (meaning you can't use E2 against them without being vaporized from 1200 distance away), and worst of all, W consumes mana each time it attempts to truncate damage while toggled on. This results in a feedback loop that will instantly kill Chernobog as soon as he takes even a single instance of damage while within range of those cocksucking Pucks and their cocksucking auras. The only thing you can do about this is to cast Night's Procession reasonably close to them, so that the very wide radius of your R2 rune zone nearly touches them, and then cast Q at them to aggro them into chasing you. They will walk into the R2 zone and be torn apart without any fuss. If you fuck this up, however, you will be sorry, mostly because you might lose track of their exact position after you die, and you'll have to play hell trying to guess where to position your fucking Chronosphere and Q during further attempts to neutralize them.
But aside from those specific enemy units, no, BEEP BEEP CARNOBOG doesn't give a single fuck. This build's gameplay is essentially speedrunning incarnate, because all you have to do is walk past enemies and they die horribly.
Do take note, however, that this is not a tanky build - your defenses are the fact that you violently rip apart anything that comes within 5 feet of you, and also you have Chronosphere and ultra mega haste. If you make a mistake and end up in a "fair" fight, you only have about 10k Armor, 6k Magic Armor, and maybe 20k HP because more often than not you're hovering at 50% HP/MP. It's more than enough to survive several hits from most mobs, but your priority should be killing them so they can't swing at you anymore. Just keep that in mind: This build is intended to kill shit and clear content as quickly as possible, using overwhelming offense supported by two significant defenses (W and R) which are not strictly always available, and therefore you should use them judiciously to avoid dying.
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