I used to be one of those, who complained about new heroes not fitting into the Newerth universe. Like Engineer and his turret, like electrician, like Flux, etc. Anything mechanical actually. In time I got used to all that and maybe I was wrong about the universe. Maybe those creatures really belong there. Right now we have the most Mech-like hero ever introduced to Newerth – Artillery. Armed heavily with long ranged missiles, cannons, lasers and stuff, he is designed to carry his team to victory.
Artillery is a ranged agility hero. His main role – carry. Let’s have a look at his skills.
- LRM (Long Ranged Missiles) – Fires a burst of missiles, piercing trough enemies at extremely long range. By double activating the skill you can aim at another direction. Every missile deals damage. It is a channeling spell.
- Fragmentation Shells – a passive skill making Artillery’s attacks apply slow to the target. The slow stacks with each hit. It is insignificant at furst, but if you keep hitting the same target, it becomes a serious slow. What’s better, the slow also applies to his LRM skill. Every missile stucks slow to affected targets.
- Bunker Down – when activated, the area around Artillery becomes highlited. While he stays within the circle, his auto attack and spell damage and range are greatly increased. With Bunker Down Artillery can outrange even towers. The mana needed for this ability is so low, that he can practically use it all the time, getting great advantage for last-hitting and harassing during laning phase.
- Artillery Barage – fires a barrage at the target area in front of him. It deals damage and stuns enemies within range. It also pushes Artillery backwards, even over objects, cliffs, etc.
Artillery Skill and Item Build
Start with Bunker Down to improve your last-hitting and harassment potential. You should be able to win your lane easily. LRM is the main damage output for Artillery. Max it first. But don’t start with it – you will never have to use it at level 1 and it is useless since it is not a stun or slow, besides its mana cost won’t let you cast it twice and get a kill. So keep it for level 3 before you try to finish someone off. The idea is to keep the enemy on low hp with lots of harass, and then surprise him with LRM.
You may want 1 point on Fragmentation Shell to apply the slow to LRM and lower the enemy’s chances of escaping. Since Bunker Down requires very little mana, a battery or a Blood Chalice would be enough to keep you always ready to cast LRM. Ghost marchers are preferable – he is going to carry and you don’t want to look stupid while everyone you try ti kill just runs away from you. Geo’s Bane and Wingbow would be perfect to increase his damage. Shrunken head and/or Null Stone to increase his survivability.
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April 10th, 2012
Keeper of the Forest 