[Hero Guide] Succubus
Current as of patch 1.60
Welcome to the first guide on the site. My succubus guide. Succubus has the great ability of turning a 5v5 team fight into a 3v5. Her hold and mesmerize along with her smitten can help bring down a team in no time. Keep in mind I don’t play pro games. I’ve read pro guides and as much fun as it would be to follow their advice they normally rely on a competent team. Playing pubs those are few and far between. So realize this guide was written by a noob for noobs in noob games. First we cover the skills:
Smitten:

Smitten helps bring down those nasty carries. Any high damage hero like madman, scout, arachna, switfblade, etc. The spell lasts 20 seconds and with the cooldown being 15 seconds it allows you to keep this on the carry nonstop. With that said, you shouldn’t spam this spell as the mana cost will keep you from CCing other heroes.. which is your main function. In pubs unfortunately I find myself initiating a lot with Succy, but if you are ever on a team with an actual initiator (yay!) throw this first and then begin CCing others.
Succubus causes a target enemy to be smitten with her beauty. Drastically reduces their base attack damage.
1: CD: 15 Seconds; Applies -30% Base Damage to target for 20 seconds; Mana: 125; Range: 1000
2: CD: 15 Seconds; Applies -60% Base Damage to target for 20 seconds; Mana: 125; Range: 1000
3: CD: 15 Seconds; Applies -90% Base Damage to target for 20 seconds; Mana: 125; Range: 1000
4: CD: 15 Seconds; Applies -120% Base Damage to target for 20 seconds; Mana: 125; Range: 1000
Heartache:
You shouldn’t rely on this spell to keep you alive. Yes, it does help. It helps greatly. However, don’t think you can skip on regen items in early games just because this spell gives you health back. It’s great because it deals “True Damage.” Not magic, or physical which means that there is nothing an opponent can do to lower the damage to themselves. Don’t forget that while your auto-attack range is 400 this spell’s range is 600. So, just because you can’t auto-attack doesn’t mean you can’t give them some love with heartache.
Succubus breaks the heart of a foe, and feeds of the despair it causes, simultaneously damaging the enemy and healing herself.
1. CD: 20 Seconds; Deals 75 True damage to target, and heals self for 75; Mana:125; Range: 600
2. CD: 20 Seconds; Deals 150 True damage to target, and heals self for 150; Mana:150; Range: 600
3. CD: 20 Seconds; Deals 225 True damage to target, and heals self for 225; Mana:175; Range: 600
4. CD: 20 Seconds; Deals 300 True damage to target, and heals self for 300; Mana:200; Range: 600
Mesmerize:
My favorite spell. Not only can I cast it on a hero that thinks they are getting away with 30 hp, but the crowd control early on is amazing. This spell can be a pain in pubs. Mostly because your own teammates will hit the target that you mez. It happens… a lot. Whenever mez gets transferred from one hero to another the timer resets. You can also use this spell to deny yourself if you are low enough hp. However, I can’t think of any opportunity were you denying yourself is the best choice. Hear me out before you say “So they dnt getz the gold nooob!”. If you are one on one with someone you can mez them and run away. If you try to deny yourself the other hero will simply use a skill/spell to kill you instead. (Skills/spells don’t transfer mez. There may be some exceptions, but none that I’ve noted. Auto-attacks transfer mez.) Now, unless you are literally one mez tick away from death, I suggest you mez and juke/run. Use this spell to gank and to keep you alive. During team fights use mez on tanks, behemoth, magmus, legionnaire, etc.
Succubus mesmerizes a target. The target becomes completely disabled, and takes some damage over time. If any unit attacks the mesmerized target, the effects are passed to them.
1. CD: 15 Seconds; Applies Silenced, Perplexed, Disarmed, Immobilized, Frozen, 20 True damage per second for 4 seconds; Mana: 165; Range: 500
2. CD: 15 Seconds; Applies Silenced, Perplexed, Disarmed, Immobilized, Frozen, 20 True damage per second for 5 seconds; Mana: 165; Range: 550
3. CD: 15 Seconds; Applies Silenced, Perplexed, Disarmed, Immobilized, Frozen, 20 True damage per second for 6 seconds; Mana: 165; Range: 600
4. CD: 15 Seconds; Applies Silenced, Perplexed, Disarmed, Immobilized, Frozen, 20 True damage per second for 7 seconds; Mana: 165; Range: 650
Succubus’ Hold:
Ok, I admit I love getting 6 and owning my mid lane partner. If you are soloing someone the old time classic combo is this to heartache. You don’t want to wait until the hold wears off because the person you are holding is spamming either their stun or their blink or w/e spell that’s gonna own you. So you time it. Cast heartache just before hold wears off. This is the spell that gets you targeted. At least, it should.
This spell can be boosted with Staff of the Master. With SotM it gets renamed to Succubus’ Grip. The only thing SotM boosts is damage. I’ll explain more during the item phase.
Succubus drains the essence of an enemy, dealing damage over time and stealing mana. While being drained, the target enemy is unable to act.
1. CD: 120 Seconds; Applies Revealed, Frozen, Stunned, 100 Magic damage per second 5% of maximum mana drained per second and given to inflictor for 5.1 seconds (channeled); Mana: 200; Range: 625.
2. CD: 120 Seconds; Applies Revealed, Frozen, Stunned, 155 Magic damage per second 5% of maximum mana drained per second and given to inflictor for 5.1 seconds (channeled); Mana: 300; Range: 625.
3. CD: 120 Seconds; Applies Revealed, Frozen, Stunned, 215 Magic damage per second 5% of maximum mana drained per second and given to inflictor for 5.1 seconds (channeled); Mana: 400; Range: 625.
Skill Build:
1. Mesmerize
2. Heartache
3. Heartache
4. Mesmerize
5. Heartache
6. Succubus’ Hold
7. Heartache
8. Mesmerize
9. Mesmerize
10. Stats
11. Succubus’ Hold
12-15. Stats
16. Succubus’ Hold
17-20. Smitten
21+ Stats
Mez should be taken first because it may save you or a teammate from aggressive opponents. After that heartache should be taken every chance. The first level of heartache is laughable as far as damage and health return so don’t spam it. Please. Your hold should be taken immediately and every chance you get. My build varies from typical builds. You may see some that level smitten first, or some that don’t level mez at all. Mez is so valuable. A 7 second CC is deadly to a lot of teams.
Item Build:
Start:

Runes of Blight x2 = 180 gold.
This allows you to stay in your lane longer. With an auto-attack range of 400 you’ll be harrassed a lot.
Mana Potions x1 = 50 gold.
I typically save this until level 6 and use it right before I hold someone that way I have enough to heartache afterward.
Pretenders Crown x2 = 370 gold.
Gives you a boost in health and mana and starts you out for other items later on.
Total Gold: 600
Early:
Enhanced Marchers = 1500 gold.
Since the boot patch Enhanced Marchers have become the new thing for Succy. The speed is really the only reason. Steamboots no longer gives us the survivability it once did.
Fortified Bracers x2 = 1020 gold.
This is again a variation from typical guides. I’ve never had a mana issue. I have a “omg I’m dying yet again and look my teammate with full health and mana is running away!” issue. So I use these instead of the int ones.
Mid – Late:
Kuldra’s Sheepstick = 5675 gold.
Yep, another disable. Starting to realize what your main role is? o_O Kinda sad it took ya this long to figure out.
Why no Staff of the Masters?
It’s a waste. All it gives you is extra damage (Rank 1: +155, Rank 2: +215, Rank 3: +270) and while that might sound good and all it’s nothing compared to the extra disable from sheepstick. Please, do NOT get SotM. Damage is not why we cast hold. The only time we use the damage is when we are level 6 and need it early laning.
Shrunken Head = 3900 gold.
By this time you should notice that you are getting targeted. A lot. Your noticing a lot more stuns hitting you just as you throw out your ult. Get a shrunken head. This will allow you to disable easily.
That’s literally all that you’ll have the time for in a single game. If you really are curious what else you can get you can grab a nullstone, sacrificial stone, puzzlebox, or hellflower.
What do I do?
… really? You haven’t figured it out? You disable!
Typical cast sequence during a team fight: Smitten (late game) > Mesmerize > Sheepstick (obviously if you have it) > Hold.
Stay in the back and watch what your team is doing. Mez anyone your team is not fighting, smitten or disable the carry.
Alrighty, good luck and add anything you feel I’ve forgotten.
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