AoV Arthur - SUMMARY
Arthur the Chosen is a paladin of Light and a leader of men. He made a chivalric order to stand against Maloch and his demons. Humans flock to his side, wanting to gain some glory and stand side by side with a beacon of justice!
Lvl priority: Holy Guard
Play: as bruiser/tank/initiator, Arthur packs a great punch and good mobility, but not just for him, for allies as well. Do not enter trades before level 2 and Heart of Incubus is finished. Also, don't forget to land enhanced attack from Righteous Fervor onto enemy champion before you turn Holy Guard - on. In team fights your job is to flank the enemy team and dive into an enemy backline, marksman in particular and dispose of him.
Attack Range: Melee
Movement Speed: 390
|Arthur||HP||HP/5 sec||Armor||Magic Defense||Attack Damage||Mana||Mana /5 sec|
(Reduce DMG) Paragon
Arthur is blessed by the heavens and gains 88 armor (scales with hero level).
(Physical, Speed+) Righteous Fervor
Mana Cost: /
Arthur powers up, raising his movement speed by 30%. During his next normal attack, Arthur leaps at his target, dealing 180/205/220/235/250/265 (+100% of AD) physical damage and slowing their movement speed by 90% for 1 second. The enemy hero damaged by this ability will be marked for 5 seconds. Marked enemy heroes will suffer additional damage from Arthur’s normal attacks and abilities equal to 1% of their maximum HP as magic damage. This ability also raises the movement speed of nearby ally heroes for 5 seconds.
-The range is 500 units.
-Speed boost lasts for 3 seconds. Good initiating tool, as well as escape.
(Magic, Area DMG) Holy Guard
Mana Cost: /
Arthur summons divine blades that circle around him, dealing 100/125/150/175/200/225 (+40% of AD) (+40% of AP) magic damage per hit for 5 seconds.
-The range is 300 units.
-It can hit an enemy a maximum of 6 times. Main damage dealing ability for Arthur.
(Physical) Deep Impact
Mana Cost: /
Arthur jumps up high and crashes towards an enemy hero, dealing 750/1000/1250 (+130% of AD) physical damage and knocking surrounding enemies into the air for 0.5 seconds. Enemies caught in the blast radius suffer 100/125/150 (+35% of AD) physical damage every second for 5 seconds.
-The range is 600 units.
-Can go over walls.
-Good for finishing off enemies and initiating fights.
PRO'S AND CON'S
-All-rounder. Arthur does not excel at anything particular, but he is overall a good hero. His ganks are good, as well as the initiating abilities.
-He has a passive that makes him tanky against physical damage enemies. This makes him easy to use and play.
-Good one on one. He can make the enemy "eat" all of his abilities and hits by sticking really close to them. Arthur is like a dog that never leaves your side, bouncing and running around you. Enemies can hardly run away when the fight is not going in their favor.
-Has no mana. His abilities rely only on cooldowns, so you don't have to worry about spamming them all the time.
-Susceptible to crowd control. Since he needs to be on the front line with his close-range abilities, he can't do much while stunned, frozen or controlled in any other way.
-Weak at the beginning of the game. You need the right set of items for Arthur to become a bruiser or a tank you need.
120-second cooldown: You and nearby teammates instantly recover 15% HP and gain 15% movement speed for 2 seconds.
90-second cooldown: Instantly attacks a nearby enemy hero and deals damage equal to 16% of the HP the enemy hero has lost as true damage.
Attack Damage +2 - Armor Pierce +3.6
Attack Damage +1.6 - Movement Speed +1%
Attack Damage +0.9 - Armor Pierce +6.4
TIPS FOR PLAYING
Leveling skills: Holy Guard is a primary skill.
Laning: Thanks to his strong one on one style Arthur can do very well in the laning stage. Early on, clear the minion waves with Holy Guard. Whenever you get a chance, poke the enemy hero with Righteous Fervor-Holy Guard combo. Do it two or three times and the enemy will be forced to leave the lane. When you get to level 4 and unlock the ultimate, use it only to ensure the kill when the enemy starts fleeing. With a laning partner by your side, you can do even better. Go for the squishy targets like marksmen and mages, they will fall like flies.
Team Fights: You need to engage the fights most of the time. There are two ways to do it, depending on the enemy team composition. If they have a few heroes with crowd control, don't try to engage with Righteous Fervor, otherwise, they will stop you and make short work of it. Go with Deep Impact instead, followed by Holy Guard, and you can use Fervor to slow them down if you are confident you will prevail. Also, you can save it as an escape option, in case something goes wrong. it is way more efficient to rush in with Righteous Fervor, followed by Holy Guard. Use Deep Impact on running foes to finish them off. If something goes wrong Righteous Fervor should be recharged, so you can use it to escape.