128px Accursed is both a strong tank and a strong laner. It's difficult to tank in HoN due to the fact that a hero who specializes in living has difficulties killing other heroes. Accursed finds a way around that by making it difficult to kill his teammates while he's around; healers are prime targets in HoN. That's why Accursed is one of the few Heroes of Newerth able to tank.

Accursed can be both offensive and defensive support as well as a tank, a versatile hero that can be an asset to any lineup. If anyone didn't know, Accursed is a direct port of Abaddon, Lord of Avernus from DotA, although this model has 12x the badassery of that model.

Pros and Cons

  • Powerful support and laning capabilites.
  • An ult that absorbs incoming damage that will activate even while stunned or silenced.
  • An asset in a lane, a gank, or a push.
  • Virtually unkillable even while keeping allies alive if played right.
  • Versatile to an extent based on item choice.
  • Kick-ass model, flaming sword, and smooth animations.
  • Skillset becomes considerably weaker late game, item dependent to prevent that.
  • Above average dependency on allies.

By: Padawanabee

Skill OverviewПравить

  • Cauterize - This is your main heal and nuke. 250 to heal or nuke is a decent amount, and 75 mana is cheap for what it does. The interesting things about the ability are it's low cooldown and mana cost, but with a moderate health investment. Considering the rest of our skill set, however, that health investment can be used to our advantage.
  • Fire Shield - A powerful skill, and probably the one Accursed is best known for. In addition to the actual numbers of 200 heal followed be 200 AoE nuke as well as an almost complete dispel, this skill can be used in various mind games. Also, once combined with cauterize it gives Accursed incredible early game potential and laning power.
  • Sear - The first item of note is that this ability sets your sword ON FIRE. Seriously, your model looks 3x cooler. This and the 10% movement speed at all levels suggests you get at least 1 level of this early. This spell is useful in many situations once leveled.
  • Flame Consumption - This is the ability that makes you a tank, and practically unkillable.While this ult is not on cooldown, you don't need to fear ANY form of burst damage. Although it is possible to die from pyro's ultimate ability. Magmus ult, Moon queen ult, Behemoth combo, all these things act as a heal if you're ult is up and used correctly.

Skill BuildПравить


This is the classic build you'll see on almost every Accursed. Fire Shield and Cauterize give unmatched lane control and gank power, provided you have the mana to support it. Over 6 seconds you can deal 700 magic damage (Shield self, Cauterize enemy, Cauterize enemy after cooldown, shield explodes) plus whatever an ally deals or you deal in melee. Accursed is an extremely versatile hero with this build, and that 700 can just as easily be used to heal/shield an ally.


I personally find the 10% movement speed and visual effect of one level of sear worth it early on. I also don't see the need of leveling up Fire Shield so fast considering you only get 30 shield/AoE nuke power per level. Granted, leveling up Fire Shield from 1 to 4 halves it's cooldown from 18 to 9, even so I find leveling up Cauterize and having a 250 nuke every 6 seconds by level 7 to be worthwhile. You still have the same result by level 10, so try it out if you're bored of the classic build.

Level Classic Mine
1 Fire Shield Fire Shield
2 Cauterize Sear
3 Fire Shield Cauterize
4 Cauterize Cauterize
5 Fire Shield Cauterize
6 Flame Consumption Flame Consumption
7 Fire Shield Cauterize
8 Cauterize Fire Shield
9 Cauterize Fire Shield
10 Sear Fire Shield
11 Flame Consumption Flame Consumption
12 Sear Sear
13 Sear Sear
14 Sear Sear
15 Stats Stats
16 Flame Consumption Flame Consumption
17 Stats Stats
18 Stats Stats
19 Stats Stats
20 Stats Stats
21 Stats Stats
22 Stats Stats
23 Stats Stats
24 Stats Stats
25 Stats Stats

Skill Use and SynergiesПравить

Who do I cast Fire Shield on?Править

Preferably, heroes. Fire Shield is usually wasted on creeps unless you just want to bug whoever they laned against you. Cast it on yourself, cast it on dieing allies, cast it on an ally who's about to run in. The thing about Fire Shield is in most situations it acts as a damage deterrent, to a degree. No one's gonna stop nuking pyromancer at 100 hp just because he has a 200 shield on him. But if everyone's level 5 and Magebane runs in with a level 2 Fire Shield on him, hitting the guy is just not worth it.

In addition, Fire Shield works as a debuff. For those not used to the term, this means hostile effects such as damage over time, slows, and some harder disables are removed. If your ally is held by pollywog's net or electrician's grip and you cast Fire Shield on them, they're freed from the immobilize.

When do I use Cauterize?Править

Whenever you have health to spare. If your ult just activated or you have Fire Shield on yourself, cast it on ANYONE. Apart from the health requirement, it's extremely mana efficient for what it does. However, remember your role, supporter guy. If an allied 100 hp Blood hunter is chasing an enemy 100 hp pyromancer with no mana, heal the Blood Hunter. He needs the money more than you do, and the 250 isn't mitigated by magic armor if it's a heal.

When do I use Flame Consumption?Править

Preferably, as late as possible. It activates on it's own if you're under 400, so in most cases actually activating it will be a mistake. As long as your ult isn't on cooldown NO ONE wants to focus you over the Moon Queen at half life. If you activate your ult early, you're just as fragile as the rest of the team. Generally, let the ultimate go off on it's own, unless a legionaire is fighting you. His ult counters yours. There are some rare moments you'll want to activate your ult. If you see Magmus channeling his ultimate and noone's gonna stun him, throw your ult on, charge him, and enjoy the full heal. To summarize, let the ult take care of itself unless you see a HUGE amount of preferably AoE damage coming your way, in which case enjoy the 3/4/5 seconds of healing.

Keep in mind that when your ult activates a rather noticeable visual effect (blue flames) appears on your hero. Any smart enemies will stop attacking you at this point, so don't rely on it's healing powers in some scenarios.


64px + 64px - High mana cost, but any damage Cauterize would deal to you is instead dealt to the flame shield if the shield was cast on yourself, possibly for even more damage dealt. You are a surprisingly powerful nuker early game if you use this combo right.

64px + 64px - Cooldown inefficient, but if you're in a position where you NEED a cauterize and you NEED health more than your minute long cooldown, any cauterize cast while your ult is on will heal you for 125. On the other hand, if you're down to 350 hp and your ult actives on it's own, go ahead and throw out a cauterize if it's not on cd.

Those are the only real synergies, Flame Shield and your ult don't do much together, and Sear works slightly outside of the skillset. Keep in mind that a good accursed works beyond his nukes, if you build right (levels in Sear and hopefully build Mock of Brilliance) you hit HARD and FAST, and can provide MUCH more than HEALS to a team. Which is good, because 200 is a number that scales poorly into the late game where everyone has 2k hp.

As with everything in this guide, what I suggest here is pretty standard for Accursed/Abaddon at all levels of play.


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Core ItemsПравить

Expensive, I know. Ring of the Teacher and a healing consumable allows you the regen you need to stay in your lane early. You build two fortified bracelets to cover your health/mana pool needs early, and you get Post Haste post...haste....

Why? Ring of the Teacher provides solid mana regen, which we need due to having two mana intensive skills and only average int gain. Two bracers are needed early for health and mana pools. Consumables are taken as needed, dependent upon the difficulty of your lane.

You are a support hero with a skill (sear) that emphasizes being able to keep up with an enemy hero and at least hit them once for the slow. Post Haste gives you unrivaled mobility to be in every team fight, supporting your allies as necessary. Enhanced Marchers are cheaper, and the move speed difference is insignificant, but Post Haste gives you the teleport, which is essential, given our need to both farm for ourselves and support our team.

Post Haste versus Enhanced Marchers I suggest Post Haste over Enhanced Marchers due to it's teleport function. This allows you to farm a lane and still support your team. Enhanced marchers are cheaper, yes, but if you neglect to buy post haste you must follow your team everywhere to be an effective support. If you have post haste you have the freedom to farm and then teleport in when your team needs you. If you don't feel you will use the teleport function, enhanced marchers would be a better choice.

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