Saturday, February 23

AoV Fennik

Welcome to guide for Fennik, a hero from AoV game. Here you can find a bunch of tips, tricks,
guides, stats and ways to counter strengths and expose his weaknesses!

AoV Fennik - SUMMARY

Talents: Punish
Level priority: Thief's Mark
Play: As with all marksman junglers, your job is farming to the best of your abilities. So gank only when you are fairly positive to have success, or if the tower is open for the taking (Fenik's first skill works on the towers). Remember that Fenik's ultimate is more of a zoning tool than damage dealing ability. So place it in a way it restricts the movement of the enemy team.


Normal Attack range: Long
Movement Speed: 340

FennikHPHP/5 secArmorMagic DefenseAttack DamageManaMana /5 sec
Level 130073787 (12.6%)50 (7.6%)16144015
Per Level194218 (2.5%)8.5 (1%)8.5951.5
Level 15572566340 (36.1%)169 (21.9%)396177037


(Physical, Area DMG) Hidden Weapons

When a normal attack hits an enemy, the projectile explodes and deals area damage to surrounding minions and monsters. Fennik has a slightly longer attack range than any other marksman with positioning abilities.

-It deals 50% of the attack damage. Passive also affects the minion it hits.

1st Skill
(Physical, Area DMG) Thief’s Mark

Cooldown: 10/9.4/8.8/8.2/7.6/7 sec
Mana Cost: 60 (+5 x skill lvl)

Fennik increases his attack speed by 25/30/35/40/45/50% and places a mark on an enemy or building. The mark explodes around the target after 4 seconds, dealing area-wide 160/200/240/280/320/360 (+50% of AD) physical damage. Fennik’s normal attacks deal an extra 160/200/240/280/320/360 (+50% of AD) physical damage on marked targets. The mark explodes immediately after reaching 4 stacks.

-Your priority when leveling.

-The range is 800 units.

-Can be applied to enemy towers.

2nd Skill
(Physical, Movement) Rolling Lightning

Cooldown: 12/11.5/11/10.5/10/9.5sec
Mana Cost: 80 (+5 x skill lvl)

Fennik rolls forward and reduces enemies’ movement speed by 50% for 2 seconds, and deals 80/90/100/110/120/130 (+67% of AD) physical damage to enemies in his path. Traces of lightning on the path deal 30/36/42/48/54/60 (+25% of AD) physical damage to enemies every 0.25 seconds.

-The range is 800 units.

-Can go through walls.

-Cannot be targeted while rolling

(Physical, Slow) Chain Hammer Cyclone

Cooldown: 30/25/20 sec
Mana Cost: 130 (+10 x skill lvl)

Fennik throws a flail to create a thunder cyclone that lasts for 6 seconds, reducing enemies’ movement speed by 50% for 1 second while dealing 80/105/130 (+35% of AD) physical damage to them and adding stacks of Thief's Mark every 0.5 seconds. Enemies within the center of the thunder cyclone also take double damage.

-The range is 900 units.

-Use this on clumped enemies and together with your allies crowd control abilities, because the double damage is huge.



-Versatile multifunctional hero. He can clear lanes and towers as fast as he can clear the jungle. He can "fill the hole" in any needed position. Pushing towers is a piece of cake with this little fellow.

-High damage burst. Heroes with Thief's Mark on and caught in the Chain Hammer Cyclone won't survive the combo if they are not tanks. Chain them and use the Thief's Mark after. If they try to escape try to catch up with Rolling Lightning.

-Good range. Use that extra range that Fennik has to poke from a safe distance.


-Low defense stats. Fennik has to be played with a full offensive build to be effective, and that leaves you pretty vulnerable. Stay as back as you can and run away as soon as you see an enemy engaging you.

-less effective in the early game. Fennik needs almost full build before unleashing its full potential.




TALENT: Flicker

120-second cooldown: Teleports your hero a short distance.

TALENT: Punish

30-second cooldown: Deals 800 true damage to nearby minions and monster and stuns them for 1 second.


Attack Speed +1.6% - Critical Chance +0.5%

Attack Speed +1% - Movement Speed +1%

Attack Damage +0.9 - Armor Pierce +6.4


Laning: In the laning stage, you can play Fennik in two ways. Stay in the jungle and gank when you get your ultimate, or the second option is to stay in lane and poke the enemy until you force him to base. After that, the tower is all yours. Killing the jungle creeps close to your lane is something to do on the side. Fennik can make the whole team go after him when they realize how fast towers are going down. If you need to gank start with Chain Hammer Cyclone, put the mark on your foe and keep attacking. His Mark is the main reason Fennik needs a lot of attack speed. When your enemy starts running chase them with Rolling Lightning, or you can use it to run away from a fight that's not going well for you.

Team Fights: As in the laning stage, you have 2 options for team fights too. When you are close to finishing off the last enemy towers you could risk it, go sneak and finish the game while your team is fighting. That's a really risky move but it's doable. A less risky option is to go with your team and participate in the fights. Stay all the way back at the edge of your max range. Start with Chain Hammer Cyclone, Mark the closest enemy and bash him with auto-attacks. Don't use the Rolling Lightning at any point, save it if things go wrong.