A Hero for Fun! (That's a One-Punch Man Reference)
Zhonik - Lv.120
7m+ burst edps (3m+ sustained), 1000+ movespeed, 49k hp, 10k hp regen, 89% resist all
Core Concept: A viable Mach Punch build was sorely missing from Zhonik's page, and no sir that dog won't hunt. I wanted to put together a build that relied on Physical damage at its core, so that we could reliably clear Winterblight Castle by punching Golden Skullbones in, on, and around their stupid faces. We run, we build up Temporal Discharge stacks, we launch a fist into a group of enemies at a speed of 186,000 miles per second, we watch them all explode, and we move on about our day of thwarting Dr. Zhobotnik.
Gear: Okay, look, disclaimer. This build? It is not cheap. I'm not happy about it. I prefer to make builds that a majority of players can access, and not just the Mithril Millionaires, but the unfortunate reality is that Zhonik's R4 is just too necessary. If you're going to play a Mach Punch build, you need to stack the hell out of R4 in order to reach worthwhile attack damage. Thus, in order to get the most out of this build, we need an Ocean Helm of Val'Dun rolled with 15 R4 on it, and we need Spellfire Gloves rolled with 7 R4 on them. If you don't farm these items yourself, and instead plan to buy them off of the market and roll them, you will EASILY be spending over 2m shards on this build. I felt that this information needed to be paramount before we get into anything else, so that people aren't left with half a build that simply doesn't perform for them, and that they can't afford to finish.
Helm- Can't play a Mach Punch build without R4. Can't stack R4 without Val'Dun. For the entirety of this build, you will have the option of rolling either Str or BAD% at your discretion. Str means more tankiness and Attack Damage, BAD% means more dps. Rolling all Str will produce the numbers listed in this build's description, rolling all BAD% will put you over 15m burst edps and over 8m sustained edps, but will drop your hp and regen down to ~30k and ~6k respectively. If you know one thing about my builds, you likely know that I believe that a dead hero means zero dps, thus I opted for Str stacking on my gear. I've found that the burst damage from W2 is enough to handle most things, with only bosses and tankier enemies (Thunderhides, Ancient Mountain Spirits, etc) living through the first flurry. Feel free to mix and match Str and BAD% to fit your own taste.
Weapon- I prefer Sonar Style here, as the extra range for Mach Punch is super useful imo (being rooted, slowed, those annoying Spectres in WB1, etc). Diamond Gloves of Disorder are also totally viable however. Feel free to use whichever one you find better rolls on. Aim for some combination of Str/BAD%/W1/W2.
Gloves- Spellfires let us stack 7 more R4, which accounts for thousands of Attack Damage and 420 Str. And then you get two OTHER lines to roll to your liking of Str or BAD%. Spellfires Immortal effect also lets us throw out Mach Punches like it's "Buy One Get One Free" day at FACE-PUNCHERS-R-US, along with supplying a wonderful chance for (but wait, there's) EVEN MORE free punches (cue Ron Popeil and Billy Mays).
Chest- As with most Str based builds that utilize Attack Damage, Ruby Dragon Scale Armor is our go-to. Gold Plate of Leon actually doesn't perform as well here due to Zhonik's complete and utter lack of ANY native pierce, so the ~10k pierce from the Emerald in the RDSA does a LOT of work for our dps. You may be thinking of using Vermillion Dream Robes, which is a WONDERFUL idea as it can push our R4 up to 54 total points, but without any source of pierce, it's actually less dps than the RDSA.
Trinket- Along with 3 more points into R4, a RoN gives us 240 Int to help with our anemic mana pool and regen, which is Zhonik's biggest weakness. The reason our burst damage is so high compared to our sustained damage, is because Zhonik's mana and mana regen are terrible, even with R2. His base stat is Int, but there is no effective way to build Attack Damage on him with Int, so we have to use a Str shift. The end result is that we can only fist ~10 faces before we have to pause for a couple seconds to let our mana regen. You can roll a line of extra R2 to try to alleviate this, but I don't personally find it worth the trade-off. Roll W1/W1/??, with your preference of W1, W2, or R2 for the third.
Boots- Your boots, theoretically, are kinda flexible, but not really. The issue you run into is that we have no healing as of yet, and Zhonik has zero built-in healing. If you don't like running away to regen, or dying a lot, that limits your options considerably, namely to Rooted Feet or Tranquil Boots. The overall quality of Rooted Feet are hard to overlook. They can roll 180 Str or 63 BAD% on both lines, they double our armors, give us great regen, 50% resist all, and have 4 quality gems that you'll have a hard time choosing between.
Glyphs: Glyph of the North Star is a must. When coupled with our Spellfires, we get a LOT of free casts, which helps a LOT with our mana issues. PLUS, they can fire off of each other. I have seen strings of 6+ Mach Punches chain together from a SINGLE cast. If you want higher single-target dps, stick Glyph of Grand Strength and Glyph of Enhanced Attacking into your last two slots. For better waveclear/aoe, replace one of those with Glyph of Auric Blast.
Gems: This build is viable with 2 Ordinaries in the chest (Ruby/Emerald), 1 Ordinary in the gloves (Ruby), and 2 Pristines in the trinket (Ruby/Amethyst) (don't you EVER let me catch you putting anything other than Pristine gems into a RoN. It is the ultimate sin). All other gems are purely for QoL. Rooted Feet specifically have a fantastic gem set. You could literally throw a dart and pick 2 at random, and it'd be a great set up.
Runes: The core of this build is W1, W2, R2, Q4, E4, and R4. That leaves you 3 runes to fill as you wish, and really, you could justify picking just about any of them. I've experimented with a LOT of combinations, and my personal recommendations would be Q3, W4, and E1. But W3 is viable, as is Q1, R1, and R3. The scaling of E3 is absolutely abysmal, so I'd steer clear of that at all costs, and Q2 really has no place in this build, but other than those 2, feel free to customize as you see fit.
Gameplay Pro Tip: Zhonik's R can target any enemy he has vision on, regardless of distance. You can use it to close the gap on enemies across the room, or zoomzoom to friendly units across the map at 1600+ movespeed. Remember to make sure that your E is active before using R.
Pros: PURPLE STREAK SPEEDS BY, ZHONIK THE HEDGEHOG. TOO FAST FOR THE NAKED EYE, ZHONIK THE HEDGEHOG. ZHONIK, HE CAN REALLY MOVE. ZHONIK, HE'S GOT AN ATTITUDE. ZHONIK, HE'S THE FASTEST THING ALIIIIIVE. Mega durable with good hp, solid regen, and amazing resist all (89% with Rooted Feet). Great clear speeds on all maps. Acceptable dps for most content, but will likely struggle on challenges with huge armor or health modifiers.
Cons: It's a very expensive build, and does struggle with mana issues during longer fights. No sign of Miles Prower anywhere.
Note: edps is "effective damage per second". I test ALL of my builds on dummies that have 7k armor and 7k magic armor, so that you're seeing real world combat numbers on boss level armors, and not just some inflated "100m+ dps!" build that actually only hits for 2m dps on anything not naked and asleep.
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