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AOV REVIEW AND GUIDES


Welcome gamers! On this page, you will find our recommendations for the Arena of Valor Heroes tier list. Have in mind that tier lists and best champions can differ from one player to another, and this is not meant to be a strict way of deciding what to do in the game, this is meant to give you a guideline throughout the game. Please follow the instructions and enjoy!


arena of valor tier list

Our tier recommendations and champion top picks…


INSTRUCTIONS: 

  • Use tier filter to get our recommendation of heroes for the selected tier
  • Use class/lane filter in combination with tier filter to top tier class/lane heroes
  • Click on the image to jump to the character information
  • Have fun and enjoy the game

summoners glory

By BlueMoonGame


Dear Gamers,

BlueMoonGame team got Summoners Glory available in stores. We worked very hard to bring this game to life, and now it's finally here. If you just give the game a try, you will support us immensely and make our journey more than just a dream.

Each and every one of you made this possible!

We thank you from the bottom of our hearts,

BMG Team.

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Note: Use button “TIER LIST” in to lower left corner to jump back to this section.


arena of valor heroes

Take a look and our AoV Heroes guides, tips and tricks…


arena of valor review, guides, tips, tricks


Allain

Zata is a mage-type assassin, specialized in poking and bursting down his opponents…


Allain is a Warrior that has great mobility is a very powerful duelist. He can be played in the Dark Slayer Lane.


Arcanas And Enchantments


The great Arcana setup for Allain would be:

  • Skewer
  • Guerrilla
  • Indomitable

Skewer increases his Attack Damage and Armor Pierce. The Attack Damage will increase the damage of all of his abilities and his auto-attacks. The Armor pierce will allow us to partially ignore the enemy defense with our attacks, making us do even more damage.

Guerrilla increases his Attack Speed and Movement Speed. The bonus Attack Speed synergizes nicely with Allain’s Passive Ability, allowing you to stack faster and do more damage. Movement Speed will allow us to roam around quicker or even escape enemies faster.

Indomitable will increase Attack Speed, Armor, and HP. The bonus Attack Speed will increase our damage output from our auto attacks. The Armor will reduce the damage we take from physical damage. HP makes us more durable and synergizes well with the heal from our Passive Ability since it heals off of a percentage of our HP.

The ideal Enchantments for Allain would be:

  • (Red) Shadow Blade – Deadly Claw – Desperate Duel
  • (Blue) Enhanced Restore – Gunslinger

Shadow Blade increases the damage of our next auto attack after a dash and can stack up to 3 times. This works well with our S2 since we can dash twice in quick succession, and we rely heavily on our auto attacks for the majority of our damage, and this will make them even stronger.

Deadly Claw Increases our Attack Damage and Ability Power. The bonus Attack damage will increase the damage of all of our skills and auto attacks, increasing our overall damage output. The Ability Power doesn’t do anything for us but the Attack Damage makes it worthwhile.

Desperate Duel gives us stacks every time we auto-attack or use an ability on an enemy hero, up to 10 stacks. The stacks will increase our Movement Speed for each stack we have and once we reach 10 stacks, we recover 15% of our missing HP and increases our Armor and Magic Pierce by 15%. The Movement Speed will help us stick to our targets easier and being able to recover HP will let us survive longer, especially when combined with the HP recovery from our Passive Ability. The Armor Pierce will also make us do more damage, even against tankier enemies since it’s a percentage-based rather than a flat value.

Enhanced Restore restores our HP and Mana instantly, which will make the laning phase and Early Game a lot easier. Allain doesn’t use Mana but the HP recovery is enough to make it worth taking, especially since we are weaker in the earlier stages of the game.

Gunslinger increases our Attack Damage for each unique hero we kill, up to a total of 6 stacks for 60 Attack Damage, since we start off with 1 stack.


Item Build


An excellent item build for Allain would be:

  • Gilded Greaves
  • Claves Sancti
  • The Aegis
  • Medallion of Troy
  • Fenrir’s Tooth
  • Blade of Eternity

If we run out of uses on Blade of Eternity or it’s on cooldown, we can exchange it for Death Sickle.


Gameplay Tips


In the Early Game, we want to clear our lane as fast as we can so we can roam and gank mid lane or scout the enemy jungle. If we’re in the enemy jungle, we can figure out where they started or potentially even steal a camp or buff, which would set them behind. The vision lets our team know the path that they are going to take and the lane they will most likely gank. Farming up for the Mid Game is our main priority.

In the Mid Game, Allain is at his peak in terms of efficiency. Both teams will be grouping to fight for towers, Abyssal Dragon, or Dark Slayer. He will be able to dish out a lot of damage consistently even against tankier enemies. He will also be able to burst down priority targets with ease, especially with his Ult. His Ult also makes it more difficult for allies to stop Allain from attacking who he’s focusing on since his Ult becomes stronger the more enemies are near his target. He can also split push to create a lot of pressure since he can win duels against most heroes in the game, which will force the enemy to send multiple heroes to stop him.

In the Late Game, Allain falls off a bit but is still a big threat to enemy carries. Both teams will be grouped as 4-5 players and will be fighting for control of Enraged Abyssal Dragon, Dark Slayer, and towers. Even though his Ult becomes stronger when it hits multiple targets, he has to be more careful now because assassinating targets won’t be as easy as it was in the Mid Game. Players will have more defenses, be stronger, and also be all grouped, which will make his job even harder. Split pushing also becomes more dangerous since one death can throw away the game or your team can get engaged on 5V4 and you can end up losing that way as well. A well-timed engage or flank will be the key to success here or sometimes even Ulting an ally carry to give them a Movement Speed buff and shield to help them survive from enemy attacks.


PROS


  • High Burst Damage
  • Very versatile with Ult usage and Passive Ability stacks
  • Good Mobility

CONS


  • Hard to use when behind in gold.
  • Ult can be tricky to use and aim with multiple nearby targets

zata

Zata is a mage-type assassin, specialized in poking and bursting down his opponents…


Zata is a mage-type assassin, specialized in poking and bursting down his opponents. His passive, Windstorm, enhances every third Zata’s normal attack to deal bonus magic damage and hit all enemies along the path. Also, whenever Zata’s abilities collide with each other, Windstorm will trigger, dealing damage to all nearby enemies. This will also reduce the cooldown of his ultimate. Zata’s first ability, Eagle Screech launches a missile that deals damage to all enemies along its path and explodes for bonus damage upon reaching its destination. His second ability, Twister, summons a magical cyclone at targeted location that moves towards the spot where Zata casted it. The twister will deal damage to all enemies along its path and slow them down for a few seconds. This ability also has two charges, which makes it ideal for both poking and bursting down enemies. Lastly, Zata’s ultimate, Ascend, allows him to dash to targeted direction, dealing damage to all enemies along the path. If he contacts an enemy or one of his abilities while dashing, he will dash again, up to three times. Upon dashing the third time, Zata will soar into the air, become untargetable, and start firing projectiles at nearby enemies. This ability’s cooldown will vary, depending on the number of times Zata dashed. If he only dashed a few times, the cooldown will be reduced. This ability is amazing for the team fights since it allows Zata to deal high amounts of burst damage and also become untargetable while soaring. 


Arcanas And Enchantments


A great Arcana build for Zata would be: Benevolence, Flurry, Violate.

Benevolence increases HP, HP Regen, and Movement Speed. The bonus HP helps our survivability since we’re fragile and go in close to do our Ult. The HP Regen restores our HP faster, allowing us to do combat more often without needing to recall as often. Movement Speed makes roaming a lot more efficient and can even help us kite or pursue targets.

Flurry gives us bonus Ability Power and Attack Speed. The Ability Power increases our damage output, allowing us to do more damage overall. The Attack Speed synergizes well with our Passive Ability since we can get to our 3rd auto-attack more frequently, increasing our damage.

Violate Increases our Ability Power and Magic Pierce, increasing our burst damage significantly since we will do more damage with all of our skills and the Magic Pierce will let us penetrate the enemy’s defenses easier, especially if they have low defenses.

A good Enchantment setup for Zata would be:

  • (Red) Raging Inferno – Deadly Claw – Curse of Death
  • (Blue) Mark of Frost
  • (Yellow) Sacred Bead

Raging Inferno burns enemy heroes for additional damage based on our Ability Power when we hit them with auto-attacks or abilities. It helps increase our overall burst damage since all of our items add to our Ability Power.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage makes our auto attacks do more damage. The Ability Power increases the damage of all of our abilities, making us even deadlier.

Curse of Death activates once we hit the enemy 3 times in short succession and it will do bonus damage twice, which makes our already deadly burst damage even more lethal. This Enchantment is very powerful on Assassin’s since they focus on dishing large amounts of damage out in a small window of time.

Mark of Frost lets us use the ability of Arctic Orb once per game, which makes us immune to all damage and CC while disabling us from attacking or casting any abilities in this state. After the immunity finishes, we receive a bonus shield. This Enchantment can be game-changing or a huge lifesaver when used properly. The ability to negate the damage and effects of multiple skills from your enemy or even go immune while being dove under a tower can surprise the enemy, allowing you to turn the tides of battle.

Sacred Bead reduces the cooldown of our Ult. Since we can only poke without our Ult, we need to have it up as much as possible to give us access to having the ability to assassinate enemies swiftly.


Item Build


An ideal itemization for Zata would be:

  • Flashy Boots
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Arctic Orb

If the game drags on long enough when you have all of your items already completed, you can exchange your Evil secrets for Staff of Nuul since it is more effective against targets with higher Magic Defense.


Gameplay Tips


In the Early Game, you’ll want to clear your minions as fast as possible so you can start roaming to aid allies in the side lanes or potentially invade the enemy Jungler to determine his starting location, gank path and even steal a camp or buff away from them, denying their level 4 and slowing their clear speed. Ganking early will be a bit more challenging unless the side lanes have CC since you need your Ult to become a true threat. However, any damage you deal to the enemy is a bonus and can help make the laning phase easier for your allies.

In the Mid Game, both teams will be grouped as 3-5 players and battling for control over towers, Abyssal Dragon, and Dark Slayer. Zata will be at his peak strength in terms of efficiency since he will do a lot of damage and be able to kill priority targets once the opportunity presents itself. Also, all of his skills do AoE damage which is great since the enemy will be grouped together. Assassinating a priority target or finishing off a fleeing one is a great way to put your team in the position to force these objectives away from the enemy, putting you closer to winning the game.

 In the Late Game, the teams will be grouped as 4-5 players and trying to gain control over Dark Slayer, Enraged Abyssal Dragon, and siege towers. Zata falls off a bit because assassinating becomes much more difficult now since everyone will be together and have more health and defenses than earlier. However, our main goal is to either, eliminate any potential target that does more damage than we can at this stage of the game, e.g Late Game Marksman or Mage, or to dish out as much damage as we can without dying. If there is some sort of Late Game carry on the enemy team, it’s worth exchanging your life with theirs if you can guarantee their death because it will give your team a higher chance of winning the team fight, which will win you the game.


PROS


  • Amazing poke. Both of Zata’s normal abilities are excellent for poking his lane opponent as well as clearing waves of minions quickly.
  • Great burst damage. If executed correctly, Zata’s abilities can deal enormous amounts of burst damage, which makes him exceptionally deadly.
  • Good mobility. Other than bursting enemies down, Zata’s ultimate can also be used as an escape tool since its cooldown will be significantly reduced if Zata doesn’t soar into the air. 
  • Good AoE Damage

CONS


  • Very squishy. Like most mages, Zata is fairly squishy, and if caught off guard, he can be annihilated in a matter of seconds.
  • Extremely skill dependent. In order to fully utilize Zata’s skillset, players will need to learn to execute his abilities flawlessly. 
  • Sitting duck without Ult
  • Hard to deal with Tankier enemies
  • Getting to flight mode of Ult can be difficult

Additional Thoughts


While playing Zata, you want to poke your lane opponent as much as possible. Generally, you want to start with Twister, and then hit them with Eagle Screech just as the Twister is passing through them. This will trigger the Windstorm, and also enhance your next basic attack. It takes some practice, but once you master it, you will be able to deal incredible amounts of damage to your lane opponent. Bear in mind that you can use Ascend as an escape tool, and you can also use it to escape ganks and move over obstacles if needed. During team fights, you want to poke enemies with your abilities and wait for the opportunity to dive their back line with Ascend. It is extremely important to fully utilize Ascend and soar into the air for maximum burst damage. This will also make you untargetable for a short period of time, which will allow your teammates to follow up and make a short work of your enemies.

Skill priority: Prioritize leveling Twister First, followed by Eagle Screech. Rank up Zata’s ultimate, Ascend, whenever it is available.


Rouie

Rouie is a support hero, specialized in buffing her allies and teleporting them around the map…


Rouie is an extremely unique Support whose abilities revolve around teleportation and healing effects. She can be played in the Abyssal Dragon Lane.

Rouie is a support hero, specialized in buffing her allies and teleporting them around the map. Her passive skill, Floating Light, grants Rouie and one closest friendly hero bonus to their movement speed. Her first skill, Holy Light allows Rouie to create the field of light at the targeted location that silences all enemies within and deals continuous damage to them. She can then reactivate the skill to summon a pair of wings that flies in a targeted direction, dealing damage to enemies and knocking them back. These wings will also leave a lingering trail that will speed up Rouie and her allies if they pass through it.

With Void Portal, Rouie can create a circle that teleports her and any friendly heroes back to the spawning point if they stay inside the circle for a few seconds. This will fully restore their HP, and grant them a massive increase to their movement speed for a short period of time.

Lastly, Rouie’s ultimate, Sacred Ground will create a large area on the ground that will deal damage to the enemies and increase the attack speed of any friendly units standing within it. Also, all friendly heroes will get the option to teleport to the Sacred Grounds for several seconds after Rouie uses it. This allows her to quickly gather her teammates and enable interesting objective plays on the map.


Arcanas And Enchantments


An exceptional Arcana build for Rouie would be:

  • Indomitable
  • Valiance
  • Benevolence

Indomitable increases your armor, HP, and attack speed. Having bonus armor allows you to sustain more damage against attacks that deal physical damage. HP makes you more durable against all forms of damage. The attack speed increases the damage you deal with auto-attacks.

Valiance adds a bonus of HP and Cooldown Reduction. The bonus HP helps you absorb more damage from enemies to help protect your allies. The Cooldown Reduction gives you more uptime on all of your skills, which is very helpful for Rouie since she relies solely on her abilities for everything.

Benevolence provides us with HP Regeneration, Movement Speed, and HP. The HP Regeneration makes it so we restore our HP faster and we won’t have to recall to the base as often to heal. The Movement Speed lets us roam faster and synergizes well with her Passive Ability since we get bonus Movement Speed with a nearby ally. The HP makes us able to endure even more damage and we become even harder for the enemy to kill.

An ideal Enchantment build would be:

  • (Green) River Treader – Nature’s Gift – Forest Wanderer
  • (Yellow) Sacred Bead
  • (Blue) Arcane Whisper

River Treader gives us more HP Regen, MP Regen, and Movement Speed. This lets us sustain ourselves easier after fights and roam faster and more efficiently. It also synergizes well with our Passive Ability since it also provides us with extra Movement Speed when near an ally.

Nature’s Gift gives us additional HP every time a nearby enemy minion or monster dies. We can obtain up to 80 stacks and each stack gives us 10 HP, for a grand total of 800 bonus HP from this Enchantment alone. This is very helpful for us and it’s not hard to get max stacks since minions die all the time.

Forest Wanderer gives us bonus MP and HP Regen, while also making it so every time we’re out of combat, our next auto attack will slow the enemy and reduce their damage significantly. This helps us weaken priority enemies damage and keeps our allies safer. It also can make our team kite them easier since they’re slowed or even chase them down to pick up a kill.

Sacred Bead increases our Cooldown Reduction for our Ult. We want to have access to our Ultimate as much as possible, especially since it opens up so many windows of opportunities for Rouie and her team.

Arcane Whisper increases our Talent Cooldown Reduction, which will either allow us to use Heal more often, which can save our allies’ lives in clutch moments.


Item Build


A fantastic build for Rouie would be Mother Earth Barrier – Gilded Greaves – The Aegis – Gaia’s Standard – Frost Cape – Blade of Eternity.

If we’re against multiple enemies with a lot of hard crowd control effects, we can take Mother Earth Cleansing to rid ourselves and our allies of CC effects while being temporarily immune to them for a couple of seconds.

If we’re against enemies who can go invisible or use stealth, e.g Krizzix, Elsu, Quillen, etc. we can take

Mother Earth Magic Eye to reveal their whereabouts even while they’re invisible.


Gameplay Tips


In the Early Game, we want to help Mid clear their lane as fast as possible so they can roam. We can roam alongside them, and both get an increase in movement speed while the Jungler is farming to hit level 4 so they can start ganking as well. If there’s an ally who’s been badly hurt, we can use our S2 to send them back to base for a full heal. We can take risks that most other Supports couldn’t like going deep into the enemy Jungle and trying to harass the enemy Jungler and steal their camps or buffs. Our S2 can send us back to base if things go bad if we put it out in advance. Once we hit level 4, we can use our Ult near-neutral objectives like Abyssal Dragon to bring our entire team there instantly and we can claim the dragon before the enemy Slayer Lane can roam down to the dragon.

In the Mid Game, both teams will usually be grouped as 3-5 players and fighting for control of towers, Abyssal Dragon, or Dark Slayer. Rouie is great at grouping her team together using her Ult, escorting her team to safety using her S2, or even saving a separated ally using her Ult. Her S1 is also good at disrupting the enemy in these fights at this stage of the game. You’ll want to do your best to protect your fragile allies and think in advance since S2 takes a few seconds to activate the teleport.

In the Late Game, both teams will usually be grouped as 4-5 players and will be battling to get towers, Dark Slayer, or Enraged Abyssal Dragon. You have to be very careful when using your S2 and Ult at this stage of the game, especially since if you put your Ult in a bad spot and your team teleports to it, you could actually get your team killed and lose the game. You also have to make sure you’re placing your S2 in a way where it’s easy to reach but not in the way so your teammate doesn’t accidentally return to base when they didn’t want to. Small things like this are what separates an average Rouie from an excellent one.


PROS


  • Great Buffer. Rouie can greatly buff her allies with her abilities, and grant them bonuses to their movement and attack speed. 
  • Decent Poke. With her Holy Light, Rouie is able to poke enemies from the safe distance and also help out with wave clearing.
  • Amazing objective control. With her ultimate, Rouie can set up plays and ensure that her teammates have objective control over the enemy.
  • Extreme Versatility with teleportation from S2 and Ult.
  • Good CC from S1.

CONS


  • Fairly squishy. Like most other supports, Rouie is also very squishy. If caught off-guard, she can easily be deleted by the enemy team.
  • No mobility. While she does have some good movement speed increasing skills, Rouie doesn’t have any mobility tool, which can make it difficult to deal with enemy divers.
  • Requires good amounts of coordination. In order to utilize her to full potential, players will need to coordinate with their teammates to successfully surprise enemies and gain control over neutral objectives.
  • Not easy to use S2 properly and can disrupt allies who aren’t aware of the placement of it.
  • Hard to use Ult properly and can actually get your team killed if poorly placed and they choose to teleport to it.

Additional Thoughts


While playing Rouie, you want to poke your lane opponents as much as possible with Holy Light. Try utilizing the Void Portal to quickly return to base if needed, preferably after pushing the minion wave. Upon learning your ultimate, you will be able to set up ganks or gain control over some neutral objectives, so coordinate it with your team and use it to your advantage. During team fights, you can place Void Portal followed by Sacred Ground. This will allow low HP allies to instantly get back to base, and then teleport back to the Sacred Ground with full HP and gain a hefty bonus to their movement and attack speed. Placement and timing of your skills are extremely important, and that will make you win or lose some of the team fights.

Skill priority: Max out Holy Light first. Take ranks in ultimate whenever it is available.


lavile

Laville is a marksman specialized in rapidly striking his enemies…


Lavile gameplay

Laville is a Marksman that excels at single target DPS and can initiate team fights from any distance with his ultimate. He can be played in the Abyssal Dragon Lane or the Jungle.


Skills


Laville’s Passive increases his attack speed when stacked up. It can stack up to 3 and each stack increases attack speed by 10%. His shots are split into three and each will deals 40% of original damage. Every auto attack refreshes its duration.

Laville’s Skill 1 increases his attack speed considerably and allows his auto attacks to hit up to three different targets for about 30% of his original damage. It works well alongside his passive because it does even more damage once you’ve already completed 3 auto attacks to activate it. You want to max this skill first.

Laville Skill 2 increases his movement speed by a large amount for a couple of seconds and his following auto attack will critically hit and slow the enemy’s movement speed. It also provides him with a shield that blocks the next incoming ability for a short while. This ability is great at stopping some deadly engages onto you and allows you to kite enemies with ease if you time the activation properly. For example, you can use it to avoid Zanis’ ultimate or some part of Murad’s Turbulence.

Laville’s Skill 3 allows him to shoot an arrow with infinite range and stun the enemy. The further the arrow traveled from its original destination, the longer it will stun the enemy. You can even aid allies from across the map if you have good trajectory and prediction abilities. You should max this skill 2nd.


Arcanas and Enchantments


The ideal Arcana set up for Laville would be Rampage/Skewer/Guerrilla. Having a lot of critical damage increases your damage significantly in the early game, which is where most Marksman struggle to have an impact. Your second skill guarantees a critical hits so you should capitalize on the damage.

Skewer is good because the attack damage and armor pierce is very important for most Marksman so they can kill heroes who lack armor easier and still manage to handle enemies with a lot of armor.

Lastly, Guerrilla is great because the movement speed allows you to kite enemies easier or get into position faster in team fights. Also, the attack speed synergizes well with Laville’s passive and Skill 1.

The best Enchantment setup for Laville would be Mark of Frost, Gunslinger, Endless Cycle, Axe of Sacrifice and Blessing.

Mark of Frost allows you to use the effect of the item artic orb once per game. This lets you go into a frozen stasis-like state, which makes you immune to all skills, damage and effects for a couple of seconds. Having an effect like this can save your life in clutch moments or even turn the tide of a fight when you use it properly.

Gunslinger gives you more attack damage for each unique enemy kill you score, 10 attack damage per unique hero, capping at 60 because you start the game with one stack.

Endless Cycle allows you to instantly revive after death up to twice per game, which can be extremely helpful since a hero like Laville can be easily killed due to his lack of defenses. You can even use it in an aggressive manner by making riskier plays knowing that in the worst case scenario, you can revive immediately and get back into the battle to help your teammates.

Axe of Sacrifice makes you do 3% more damage. 3% may not seem like much but it adds up over the course of the game and is better in comparison to the alternative enchantment options.

Blessing increases your critical chance and that’s one of the key stats for Laville. It’s incredible when you have high attack speed from your passive.


Item Build


An ideal build for him in the lane is War Boots, Claves Sancti, Slikk’s Sting/Devil’s Handshake, Bow of Slaughter, Muramasa, Blade of Eternity/Fenrir’s Tooth/Death Sickle.

As for deciding on a final item, if you’re worried about your safety, Blade of Eternity is a great pick because you get some defensive stats and revival. Death Sickle is a great replacement for Blade of Eternity when it’s on cooldown or if you’ve used it up twice. If you’re feeling confident and want more damage, Fenrir’s Tooth is the best final item, due to the massive attack damage increase and dealing bonus damage to enemies below 50% HP.

A great Jungle build would be Whispering Wind, War Boots, Claves Sancti, Bow of Slaughter, Slikk’s Sting/Devil’s Handshake, Muramasa.

If the game lasts long enough, you can sell your jungle item and purchase a Blade of Eternity/Fenrir’s Tooth/Death Sickle.


Gameplay Tips


As Laville, your early game is actually stronger than most other Marksman. Picking up Skill 1 first allows you to clear the minion wave before the enemy marksman most of the time, which not only lets you reach level 2 first but also allows you to roam or get control of the vision bird. Sometimes you can even punish a greedy enemy Marksman by attacking them as soon as you hit level 2 if they don’t back away. In a 1v1 lane scenario, if you’re aggressive enough, the enemy won’t be able to even get in EXP/gold range of the minions without taking damage from you.

By the Mid Game, both teams are usually grouping as 3-5 and even though you are a Marksman, you can initiate team fights using your ultimate. This it is deadly if you land it on a priority target with low defense because they will be stunned and can be killed immediately if your team is within range to follow up on your ultimate. Ultimate can even be used defensively at times, stunning an enemy who was going to kill your teammate.

Once Late Game arrives, both teams will be grouped as 4-5 most of the time, and you will be fighting for control over Dark Slayer and Enraged Abyssal Dragon. Laville’s mobility isn’t the best but it isn’t the worst either so just be mindful of your enemy assassins/divers during team fights. However, your damage will be at its highest at this point of the game and if left unchecked, you will mow down enemies with ease.


PROS


  • Good DPS throughout all stages of the game. Good burst damage throughout the early game.
  • Great sustained single target damage. Laville has amazingly high single target sustained damage, allowing him to be a constant threat during team fights and also to swiftly clear map objectives.
  • Capable of avoiding enemy abilities. Thanks to Mighty Shield, Laville can avoid the next ability that would otherwise hit him, negating it completely. If timed right, this could turn the tide of battle, making him amazing in the hands of skilled player.
  • Great initiator. With his ultimate, Double Trouble, Laville can surprise enemies from far away, stunning them and allowing his teammates to follow up.

CONS


  • No escape option, average mobility. Laville doesn’t have any active mobility skill, which means he is very vulnerable to ganks and dives.
  • Extremely skill reliant. His Mighty Shield requires good timing in order to avoid dangerous abilities. If timed correctly, it can win fights, but if missed, it can spell a disaster.

Skill priority: Level up Light Chaser first, followed by Mighty Shield. Rank up Laville’s ultimate, Double Trouble, whenever it is available.


paine

Paine is a highly mobile assassin, whose specialty lies in diving into enemies and chasing them down…


Paine is a highly mobile assassin, whose specialty lies in diving into enemies and chasing them down. His passive, Soul Divide, allows Paine to teleport behind his target when he uses a normal attack after using an ability. Also, his normal attacks will deal additional magic damage for a short while after using an ability, and any time he gains kill or assist, his maximum energy will increase.

With Soul Tidings, Paine summons a fast moving spirit and controls it for a short while. This spirit will deal damage to any enemy it passes through, and if Paine reactivates this ability, he will teleport to the spirit’s location. This ability is great for chasing enemies or clearing waves of minions.

Paine’s second ability, Elegy, allows him to deal damage in the area around him, silencing all nearby enemies for a short while. He will also regain some energy after a few seconds if he is near the area where he used this ability. On top of that, this will also passively cause Paine to heal for a portion of all the magic damage he receives.

Lastly, Paine’s ultimate, Acknowledge, lets him jump into the targeted direction, dealing heavy magic damage to any enemy he lands on, and also reducing all of the damage he takes for a short period of time. The range of his ultimate is immense, which allows him to easily catch his targets off guard. He can be played in the Jungle or Mid Lane.


Arcanas and Enchantments


A wonderful Arcana setup for Paine would be:

  • Flurry
  • Violate
  • Benevolence

Flurry increases our Attack Speed and Ability Power. The bonus Attack Speed synergizes well with our Passive Ability, allowing us to auto-attack faster; therefore, we will be able to teleport behind enemies quicker. The Ability Power will increase the damage of all of our abilities.

Violate increases our Ability Power and Magic Pierce. The Ability Power makes us do even more burst damage, which will make killing priority targets easier. The Magic Pierce will also increase the damage of all of our abilities, especially against fragile targets.

Benevolence increases our HP Regen, HP, and Movement Speed. The HP Regen restores our HP faster and allows us to fight more often while staying healthier than those without it. The bonus HP adds to our survivability and since we are fragile, it helps us a lot, especially since we have to go into melee range to do damage. Movement Speed will make our roams even more efficient and will increase our ability to pursue or run away from enemies.

An ideal Enchantment build for Paine would be:

  • (Red) Raging Inferno – Deadly Claw – Curse of Death
  • (Blue) Arctic Orb – Gunslinger

Raging Inferno burns the enemy for bonus damage based on AP when we hit them with auto-attacks or abilities. This helps increase our burst and can even finish off low HP enemies who get out of our reach the mid-fight.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage increases the damage of our auto attacks. The Ability Power increases the damage of all of our abilities and works with our Passive Ability enhanced auto attacks.

Curse of Death does damage to the enemy twice after being hit by a succession of 3 attacks, whether they were abilities or auto-attacks. This skill is great for assassins like Paine because the amount of bonus damage it does makes our job of killing fragile targets that much easier.


Item Build


A fantastic build for Paine would be Jungle Paine would be:

  • Loki’s Curse
  • Enchanted Kicks
  • Rhea’s Blessing
  • Evil Secrets
  • Hecate’s Diadem
  • Arctic Orb

If you’re using Paine in the Mid lane, just swap out Loki’s Curse with Apocalypse.

If the game drags out long enough, you can exchange your Evil Secrets for Staff of Nuul since it’s more effective the more Magic Defense the enemy has.


Gameplay Tips


In the Early Game, if you’re juggling you want to clear your jungle as fast as possible to reach level 4 so you can start ganking lanes and putting yourself and your allies ahead. You can choose to engage with Ult, auto-attack, S2, auto-attack, S1, auto-attack. Another option would be to S1 from a bush to engage, auto-attack, S2, auto-attack, then Ult to finish them off or to escape if needed. If you’re able to chunk the enemy health or even kill them, it makes taking neutral objectives like Spirit Sentinel and Abyssal Dragon that much easier with the health advantage. The buffs and gold from these objectives will help your team transition comfortably into the Mid Game with a nice lead, putting your team in the right direction for victory.

If you’re in the Mid Lane, in the Early Game, you want to clear your lane as soon as possible so you can begin roaming and helping your side lanes. If you don’t see a good opportunity in the side lane, you can invade the enemy jungle to potentially steal a buff or camp, or simply just find out where the enemy Jungler started so your team can prepare for their gank timing easier. Your level 2 gank is actually one of the strongest in the game, especially when paired with the Execute Talent so it’s better to prioritize getting a gank off first before checking the enemy jungle or sometimes you can do both simultaneously if you path through the enemy jungle on the way to the side lane.

In the Mid Game, both teams will usually be grouped as 3-5 players fighting for control of towers, Abyssal Dragon, and Dark Slayer. Paine shines heavily at this point because all of his skills have AoE effects and his damage output makes him a huge threat to the fragile enemies. Also, having his Ult as an escape method makes it hard to kill him after he’s already attacked your carries if he engages at the right times. Since his Ult has such a wide range, flanking is not hard to do for Paine and he’s really great at killing the enemy backline, which will make getting these neutral objectives a lot simpler, which will lead to a nice victory.

In the Late Game, both teams will be grouped as 4-5 players and fighting for control of Enraged Abyssal Dragon, Dark Slayer, and towers. Paine falls off a bit here since assassinations become a lot more difficult to do with everyone having full item builds and being grouped up together closely. However, he still poses an extreme threat to the enemy carries with his high burst damage. It won’t be as easy to get away with assassinating an enemy carry as it was in the Mid or Early Game but even if you die in the process, as long as you take out the enemy’s main damage source, it’s actually worth it if they can do more damage than you can do in team fights. You will have to be extremely careful because you are fragile as well and one mistake can cost you your life and the entire game.


PROS


  • Great chasing potential. Paine has several abilities that allow him to dive into the enemies and stick close to his target.
  • Decent wave clearing. Paine can use his abilities to clear minion waves effectively, which makes him great for pushing the lanes and defending against enemy pushes.
  • No mana. Instead of mana, Paine uses energy as a resource, which is much easier to manage.
  • Semi-Global Ult
  • Insane burst damage

CONS


  • No escape options. While Paine has amazing diving abilities, when it comes to escape, his options are quite limited. Most of the time, his dives will be one-way tickets, either to victory, or defeat.
  • Very squishy. Like most assassins, Paine is very squishy, and because of his toolkit, he needs to be close to his enemies to fully utilize his potential. Because of this, any misplay will likely end up fatal for Paine, which makes him very difficult to play as.
  • Low attack range for a mage. Weak against tankier enemies
  • CC can interrupt Ult when using it as an escape

Additional Thoughts


While playing Paine, you can fit into many different lanes. He is suitable for both mid lane, jungle, or even Dark Slayer lane. This allows you to fit into many different team compositions. During the laning phase, you can easily harras your enemies with Soul Tidings and Elegy. This will pretty much guarantee you to win most of the duels, and force your enemy to play defensively or retreat to base early. During the team fights, wait for a perfect opportunity to jump into the enemy back line using your ultimate. You can then use Elegy to silence enemies and make short work of them using your passive. You should easily be able to catch any strugglers using Soul Tidings. However, in order to properly execute this, you need to communicate with your teammates and coordinate your dive with them. Otherwise, your dive might end up as a disaster.

Skill priority: Prioritize leveling Elegy, followed by Soul Tidings. Take Paine’s ultimate, Acknowledge, whenever it is available.


ata

Ata is a highly mobile tanky warrior, specialized in crowd control and initiating fights…


Ata is a highly mobile tanky warrior, specialized in crowd control and initiating fights. Thanks to his passive, all of the HP Ata loses gets temporarily buffered. Ata can restore buffered HP by damaging enemy heroes, which makes him exceptionally powerful dueler. Also, his normal attacks and skills deal additional damage based on Ata’s max HP. This makes him deal good amounts of damage even if he’s built completely as a tank. Wavewalking allows Ata to leap around and deal damage to enemies. With this skill, Ata can also jump over walls and obstacles, which makes it a good tool for escaping enemy ganks. Sea Anchor throws an ancor on front of Ata, dealing damage to enemies and slowing them. If this Anchor hits an obstacle or terrain, Ata will pull himself towards it, dealing additional damage and stunning the enemies in the process. Lastly, Ghost Ship will summon a sunken ship that will act as a terrain for a short while. This will allow Ata to split the enemy team during team fights, and also make it much easier for him to stun enemies with Sea Anchor.

PROS

  • Amazing tankiness. Thanks to his passive, Ata can be incredibly tanky, especially in small scirmishes and duels.
  • HP scaling damage. Ata’s normal attacks and skills scale with his max HP, which makes him deal a decent amount of damage even in a full tank build.
  • Great team-oriented ultimate. Ata’s Ghost Ship is an amazing tool for splitting the enemy team as well as for disengaging. This makes him incredibly useful for team fights and securing objectives.

CONS

  • Relatively short range. Most of Ata’s skills have relatively short range, so he’ll need to get very close to enemies in order to fully utilize them.

Skill priority: Prioritize leveling Sea Anchor first since it will significantly reduce its cooldown. Take Ultimate whenever you can.

Ata is a tanky warrior, best suited for Dark Slayer lane. His passive allows him to buffer any HP he loses, and dealing damage to heroes will restore some of the buffered HP. On top of that, his normal attacks and skills scale from his max HP, which makes him incredibly good dueler. While playing Ata, you’ll constantly want to engage the enemy laner in a duel. Thanks to his skillset, you can easily close the gap between you and the enemy laner, and also harrass them with Sea Anchor. Whenever possible, you should aim to hit both the enemy hero and the terrain with your anchor. This will deal additional damage and stun the enemy, which will allow you to land some extra hits and win the duel easily. During team fights, you should try to separate the enemy team with your Ghost Ship, which will grant your team a significant numbers advantage for a short while. Also, you can use the ultimate for disengaging or prevenging the enemy from reaching your team while you secure an objective.


eva / Keera

Keera has a very simple, easy to understand kit and pretty straightforward gameplay…


Keera has a very simple, easy to understand kit and pretty straightforward gameplay. Engage by using Umbra Dream (can jump over obstacles) followed by Triangle Maze. The goal is to mark the target with S1, trap it with the S2, and finally use the Umbra Dream again for the additional damage from clones and, hopefully, finish off your foe – do note that most of her dmg output comes from the second use of S1.

If the Fading Phantom is available, it can be used to escape after preforming the aforementioned combo. The other way to use it would be to hide inside the walls using the Ulti, ambush the unaware opponents, and quickly burst them down. In team fights, Keera should keep on the outskirts of battle, and try to flank her foes, since she’s very vulnerable to powerful control abilities.

When jungling, the ability to jump over walls using Umbra Dream really comes in handy, and the S2 follow up will ensure quick jungle clearing. She can be played in the Jungle.


Arcanas And Enchantments


A nice Arcana build for Keera would be:

  • Benevolence
  • Violate
  • Flurry

Benevolence increases HP, HP Regen, and Movement Speed. The HP makes her a bit more durable since she’s extremely fragile and has to go within melee range to use her abilities. The HP Regen restores her HP faster and combined with her Passive Ability’s Magic Life Steal, she can keep herself healthier than most heroes could after a fight. The Movement Speed synergizes well with her Ult Movement Speed increase and helps her gank and roam faster.

Violate increases Ability Power and Magic Pierce. The Ability Power increases the damage of her S1 and S2, increasing her burst damage. Magic Pierce makes her damage shred the enemy’s defenses, further increasing her damage capabilities.

Flurry increases Ability Power and Attack Speed. Ability Power makes her do more damage, which will also give her more healing from her Passive Ability Magic Life Steal. Attack Speed will increase her damage with auto-attacks and synergizes well with her Passive Ability auto-attack enhancement.


Item Build


An efficient item build for Keera would be:

  • Loki’s Curse
  • Gilded Greaves
  • Evil Secrets
  • Hecate’s Diadem
  • Zweihander
  • Staff of Nuul

In the Late Game, you can sell your Evil Secrets and purchase Arctic Orb if the enemy has a lot of hard CC to increase your survivability by a lot.


Gameplay Tips


In the Early Game, you want to clear your jungle as fast as possible so you can reach level 4 and begin ganking lanes to put your team ahead. Keera excels at killing isolated enemies with low defenses, so you will probably be focusing on the Abyssal Dragon Lane for the Marksman and the Mid Lane for the Mage. Your first ganks may not be the strongest, but once you complete your Loki’s Curse, your damage will magnify greatly.

In the Mid Game Keera will be at her peak strength, in terms of efficiency. Both teams will be grouped as 3-5 contesting one another for towers, Abyssal Dragon or Dark Slayer. You will be very strong at this point, able to kill enemies with low defenses within a split second. You can Ult, run through terrain to get close to your target with your invisibility then S1, S2, and auto-attack as you’re running to safety since you have ranged attacks during your S2. By the time your S1 shadow hits the target, that will kill them, making the team fight much easier to start as a 5V4.

In the Late Game, you are still very strong but assassinations become much more difficult since both teams will be grouped as 4-5 players fighting for towers, Enraged Abyssal Dragon, and Dark Slayer. Fortunately, all 3 of these objectives are nearby terrain so we can make use of our Ult’s invisibility effect quite often. Our main focus should be taking out the biggest damage threat since they usually have little to no defenses and provides the biggest reward when killed.

This is usually the Marksman or Mage at this stage of the game so as long as you kill whoever the biggest threat is, your job has been done. An exchange of lives at this point is actually more beneficial for your team and sometimes, you can actually get away with it if the team isn’t vigilant enough of their carries’ safety.


PROS


  • High burst damage and solid CC with her S1+S2+S1 combo
  • Easy to use – only two active skills and the ultimate
  • Good mobility – can jump over walls (S1), and move through them, gaining
  • Ulti is a very strong escape option and ambushing tool. It can be used to hide inside the walls and become untargetable, or to pass through the obstacles – great for pursuing and escaping
  • Invisibility


CONS


  • Very vulnerable to control. Keera can be easily eliminated if she becomes controlled.
  • Weak against tankier enemies
  • Hard to mark the proper target with S1 if they’re too close to each other

Additional Thoughts


Keera is best suited to the role of jungler. Umbra Dream enables her to jump over walls and quickly get to the monster spawn point, and her one-two combo ensures quick jungle clearing. When engaging enemy heroes, the situation is almost identical. S1 is used to jump right next to the enemy hero, followed by Triangle Maze (S2) to trap it inside the triangle, and stunning it if it tries to run away, while also confusing the foe with two clones – Keera is indistinguishable from her clones. Recasting S1 is the final nail in the coffin, and that’s usually enough to shut down most foes. As already mentioned, Fading Phantom enables her to move through and hide in walls, while also granting a large movement speed boost (further increased by upgrading the ulti), making her very good at ambushing, running away, and finishing off low health enemies. The ambushing part should be utilized to its full potential during the early and mid-stages of the game. If controlled, Keera will be in serious trouble, so extreme caution is advised when faced against heroes that have powerful CC abilities like Arum, Aleister, etc.


dirak

He’s a long-range mage specialized in poking and crowd-control…


He’s a long-range mage specialized in poking and crowd-control. While he lacks some burst damage other mages have, his control is what he excels at. Dirak has a decent wave clear and also, he is able to provide a barrier for his team thanks to his Ultimate, which can severely reduce the impact of enemy ranged heroes. Other than that, his passive will make him live longer than most other mages, which can help him stay alive during team fights. He can be played in the Mid Lane.


Arcanas And Enchantments


An efficient Arcana setup for Dirak would be:

  • Flurry
  • Benevolence
  • Violate

Flurry increases our Attack Speed and Ability Power. The Attack Speed synergizes nicely with our Ult, making our enhanced auto attacks even faster, which increases our overall damage output. The Ability Power makes all of our abilities do even more damage.

Benevolence increases our HP Regen, Movement Speed, and HP. The HP Regen helps us restore our HP faster without needing to recall all the way to the base all of the time. Movement Speed helps us roam faster, kite better, and chase enemies more efficiently. The HP increases our durability, which is nice since we’re a pretty fragile hero.

Violate increases our Ability Power and Magic Pierce. The Ability Power will make all of our skills hurt the enemy even more. The Magic Pierce allows us to partially ignore enemy defenses, increasing our burst damage and damage overall.

The ideal Enchantments for Dirak would be:

  • (Yellow) Mana Refill – Holy Verdict – Holy Thunder
  • (Red) Raging Inferno
  • (Blue) Enhanced Restore

Mana Refill restores our Mana when we hit enemy heroes with auto attacks of abilities. This not only helps us sustain our Mana easier so we can use more abilities but it also synergizes nicely with our shield from our Ult since it drains our Mana by a lot.

Holy Verdict increases our Armor Penetration and Magic Pierce. Armor Penetration will make our auto attacks do more damage. The Magic Pierce will increase the damage all of our abilities do since they will partially ignore enemies’ Magic Defense.

Holy Thunder does additional damage based on our Ability Power when we hit an enemy hero with an ability or auto-attack. The cooldown to activate this effect reduces when we hit enemies with abilities and since most of our abilities hit multiple times and we use them constantly, we will get a lot of extra damage out of this Enchantment.

Raging Inferno burns enemy heroes for bonus damage based off of our Ability Power. This helps increase our damage even further and can even finish off enemies who escape with a small amount of HP.

Enhanced Restore restores our HP and Mana by a nice amount and acts as a better version of Restore. This Enchantment, combined with our Genesis Mark Passive Ability and Mana Refill will ensure that we rarely ever run out of Mana regardless of how many spells we cast.


Item Build


A great item build for Dirak would be:

  • Flashy Boots
  • Berith’s Agony
  • Tome of Reaper
  • Hecate’s Diadem
  • Staff of Nuul
  • Rhea’s Blessing

Gameplay Tips


In the Early Game, we want to clear our lane as fast as we can so we can roam and either invade the enemy jungle or help our allies in the side lanes. If we invade the enemy jungle, we want to be careful and not overstay our welcome, as the main purpose of doing this in the Early Game is to obtain vision so you and your team can predict the gank pathing and timing of the enemy Jungler. If we help our side lanes, we can set up kills nicely if we use our S2 to knock the enemy into our allies and making S1 easier to land.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Abyssal Dragon, Dark Slayer and towers. All of your abilities do AoE damage and your S1 and S2 both have hard CC effects. When fighting in narrow areas like the jungle or river, your Ult shield shines the brightest, blocking most of the enemy Mage’s and Marksman’s damage. Not only that but in tight spaces, your S1 will have an easier time maximizing its damage output and your S2 will be even easier to use because of all of the terrain.

In the Late Game, both teams will be grouped as 4-5 players fighting for towers, Dark Slayer, and Enraged Abyssal Dragon. Dirak will continue to be extremely efficient in regard to his strength due to his great CC and AoE damage. You’ll be able to scout bushes with your S2, knocking enemies out of them if there are any, and continue to nullify the enemies’ ranged attacks with your Ult. You can even provide protection for your Marksman with your S2 to ruin enemy assassination attempts of them or S1 to protect yourself from enemy assassination attempts. Dirak is one of the only Mages who can do large amounts of damage while protecting allies and finishing enemies from a long distance. These aforementioned aspects are what you’ll need to make sure you’re utilizing efficiently in order to help your team claim its victory.


PROS


  • Great CC
  • Semi-Global Ult
  • Nullifies most ranged abilities with Ult

CONS


  • Low mobility
  • Hard to land S2
  • Hard to utilize Ult shield efficiently

krizzix

This little fellow is support with quite unique set of abilities…


Krizzix is a Support that can go into stealth and also makes his nearby allies enter stealth for extremely dangerous ambush attacks. He can be played in the Abyssal Dragon Lane.

This little fellow is support with quite unique set of abilities. He can move around unnoticed thanks to his In Plain Sight skill. Not just that, but he can also deal quite a decent damage to unsuspecting enemies, as well as keep them controlled thanks to his Gravitational Pull. This also grants his allies a shield, which is amazing for team fights and skirmishes. Lastly, his Concealment can be used both for engaging, disengaging, and as a scouting tool.


Arcanas And Enchantments


The ideal Arcana setup for Krizzix would be:

  • Benevolence
  • Indomitable
  • Valiance

Benevolence gives us extra HP, Hp Regen, and Movement Speed. The bonus HP makes us more durable against all enemies. The HP Regen restores our HP faster so we can fight more often. Movement Speed helps us roam easier, pursue enemies better, and escape enemies more efficiently.

Indomitable gives us bonus HP, Armor, and Attack Speed. HP lets us handle all damage sources better, even true damage. Armor allows us to receive less damage from attacks that do physical damage. Attack speed lets us do more damage with our auto attacks.

Valiance adds more Cooldown Reduction and HP. The Cooldown Reduction gives us access to our abilities faster and since we rely mainly on our skills to do anything, this helps a lot. HP gives us even more durability to protect our allies with more confidence and efficiency.

A good Enchantment build for Krizzix would be:

  • (Green) River Treader – Regrowth – Nature’s Rage
  • (Yellow) Sacred Bead
  • (Blue) Arcane Whisper

River Treader adds HP and MP Regen and Movement Speed when you’re in the river. Since we’ll be spending a lot of time roaming through the river, this is very beneficial for Krizzix. We’ll be able to get to our allies faster and healthier than we would without it.

Regrowth increases our healing and shielding effects. This makes our Heal Talent stronger if we choose to take that and also makes the bonus shield from S2 better.

Nature’s Rage deals damage based on the enemies’ Max HP and reduces their magic defense when you hit them with CC. This works well with your S2 and synergizes even better with the defense shred from our S1, increasing your team’s magic damage even further.

Sacred Bead increases our Ult Cooldown Reduction, which is great since we want to be able to use our Ult as much as possible since it reveals an enemies’ location and makes all nearby allies invisible.

Arcane Whisper increases our talent Cooldown Reduction, which is something no item or other skill can do, making this skill not only useful but very unique as well. We’ll be able to use our Heal Talent more to help our allies survive better in fights or use Flicker more to make more plays with our S2 or escape when we are in danger.


Item Build


An awesome build for Krizzix would be Mother Earth Barrier – Gilded Grieves – The Aegis – Gaia’s Standard – Frost Cape – Blade of Eternity

If you’re against an enemy that can use stealth or invisibility, such as Wukong, Quillen, Elsu, etc. it would be better to take Mother Earth Magic Eye instead.

If you’re against a team with a ton of hard CC, it’s better to take Mother Earth Cleansing to negate it.


Gameplay Tips


In the Early Game, you want to help your Mid laner clear their lane as fast as possible. Then you want to roam with them into side lanes to try to gank or you can invade the enemy Jungle to find their location or possibly even steal a buff. Ganking the other lanes can give your team kills or at least make the enemy think twice about being aggressive, making the laning phase smoother for your side laners. Once your Jungler hits level 4, you can roam with them and have even deadlier ganks with the extra damage from your Jungler.

In the Mid Game, teams will usually be grouped together as 3-5 players and they will be fighting for towers, Abyssal Dragon, or Dark Slayer. All of Krizzix’s abilities have AoE effects, making him great in these situations with multiple allies and enemies. His Ult makes getting vision in areas established easier and can even sometimes reveal the enemy trying to sneak a neutral objective. Krizzix’s stealth from S1 and invisibility from Ult also allows him to scout areas a lot safer than most could for vision and get away safely.

In the Late Game, teams will usually be grouped as 4-5 and fighting for control of towers, Dark Slayer, or Enraged Abyssal Dragon. Krizzix is still as great as ever at this stage of the game. He will be extremely tanky and combined with his stealth and invisibility, it makes him even harder to kill.

You can continuously disrupt battles with your S2 or save allies with it. Your S1 will be the most effective it has ever been at this stage of the game since it reduces defenses by a percentage and everyone will have the most defense they can possibly have at this point with stat increases from leveling and items they’ve purchased. One good ambush with Ult is all it takes to completely turn the game around or close it out, giving your team a nice victory.


PROS


  • Invisibility and stealth allow Krizzix to engage enemies or escape with ease.
  • S2 CC is easy to land and very effective.
  • S1 defense reduction becomes more effective as the game goes on.

CONS


  • Hard to do much when the team is losing badly
  • If you use all of your skills to engage, you don’t have a way out.

eland’orr

Mobility. That’s one way to describe Eland’orr…


Mobility. That’s one way to describe Eland’orr. His skill set allows him to be extremely mobile and reposition swiftly in order to avoid enemy skills or chase down the ones that are running. However, his learning curve is very steep, and it takes quite a while to master his abilities. Nevertheless, once you get used to playing Eland’orr, you will get to enjoy the endless mobility his toolkit provides.


capheny

A unique marksman in the sense that she does not need to stop in order to land a normal attack…


Capheny gameplay

Capheny is one of the most mobile and strongest Marksman in the game. She can move quickly and has a huge 2-shot potential against less tanky heroes in the late game. She can move and attack at the same time making her super strong compared to other marksmen who can’t do it. She has great wave clear with her ultimate for defending towers safely. You can play her in dragon lane as well as in the jungle.

A unique marksman in the sense that she does not need to stop in order to land a normal attack. She can also swap between two firing modes, which gives her a lot of flexibility. The fact she can move while attacking, stay at long range and lay waste to an entire enemy team was something everyone picked her up for. You can check Capheny’s place in the arena of valor tier list at the top of the page.


Skills


Passive Ability: Capheny can move freely, even while auto attacking the enemy. In exchange, the amount of life steal she gains is reduced to 75% of original and she does only 50% of her original damage to monsters. It’s a small price to pay to become one of the best kiters in the game. Her passive essentially makes her nearly untouchable by any melee hero that lacks mobility.

Skill 1: Capheny has two stances, one where each shot does about 33% of her original auto attack damage, but the bullets are shot at nearly a 3x firing rate. Her other stance changes her Gatling Gun into Pulse Shot. Pulse Shot shoots out a large blast with a linear penetration effect. Her auto attack animation speed decreases significantly but her range increases. When she shoots, her movement speed decreases as well so it’s not a good idea to use it when you are trying to escape.

Skill 2: Capheny increases her movement speed by a large amount for a couple of seconds and removes any movement speed reduction effects from herself. This skill also has a passive effect that ties into her Skill 1. In Gatling Gun mode, each set of bullets that lands on an enemy hero increases her armor pierce, stacking up to 10 times. But in her Pulse Shot stance, she increases her critical chance by two stacks per shot.

These buffs are interchangeable, meaning if you have 10 stacks in Gatling Gun stance and swap to Pulse Shot, you will have 10 stacks of Pulse Shot as well and vice versa.

Ultimate: Capheny shoots a barrage of bullets in the shape of a very wide cone. Each time the bullet hits the enemy, it reduces small percentage of their armor and does damage. It’s a great tool in teamfights but you move 30% slower while firing.


Arcanas And Enchantments


The Great Arcana set up for Capheny would be Rampage/Skewer/Guerrilla. Having a lot of critical damage increases your damage significantly in the late game where you truly shine. Critical chance arcana are alright but they are more suited for the early game.

Skewer is good because the attack damage and armor pierce is very important for most Marksman so they can kill heroes, monsters and towers quicker.

Guerrilla is great because of movement and attack speed to kite enemies easier and position yourself better.

The best Enchantment setup for Capheny would be Mark of Frost, Gunslinger, Endless Cycle, Axe of Sacrifice and Blessing.

Mark of Frost allows you to use the effect of the item artic orb once per game, making you immune to all skills, damage and effects for a couple of seconds. Having an effect like this can help save your life in clutch moments or even turn the tide of a fight when used properly.

Gunslinger gives you more attack damage when you stack it up to 6 times.

Endless Cycle allows you to instantly revive after death up to twice per game. This lets you play riskier playstyle because you can revive.

Axe of Sacrifice makes you do 3% more damage.

Blessing increases your critical chance which synergizes well with your crits in the late game.


Item Build


An ideal build would be Gilded Greaves / Sonic Boots, Claves Sancti, Bow of Slaughter, Slikk’s Sting / Devil’s Handshake, Muramasa, Blade of Eternity / Fenrir’s Tooth/Death Sickle.

Boots depend on the enemies you are facing. In most cases Gilded Greaves will bring the best value. Blade of Eternity give you defensive stats and revival. Death sickle is a great replacement for Blade of Eternity, or if you’re feeling confident, Fenrir’s Tooth is the best final item, due to the massive attack damage increase to enemies below 50% HP.

A great Jungle build would be Whispering Wind, Gilded Greaves / Sonic Boots, Claves Sancti, Bow of Slaughter, Slikk’s Sting / Devil’s Handshake, Muramasa.

If the game drags on long enough, you can sell your jungle item and purchase a Blade of Eternity / Fenrir’s Tooth / Death Sickle.


Gameplay Tips


Capheny’s early game is stronger than most Marksman, due to the armor Pierce she gets. Not only that but the range increase she receives from Pulse Shot is nothing to sneeze at since it allows her to poke enemy marksman without them being able to retaliate. You need to focus heavily on farming at this period of time.

Throughout the Mid Game, Capheny has quite the impact because the AOE damage of her ultimate and her Pulse Shot. Pulse Shot gives her just enough range to hit enemy towers outside of their range, which allows her to siege enemy towers safer than most other marksmen and take down low HP towers, even without the help of minions.

Finally, in the Late Game Capheny is super strong. Fighting becomes more dangerous for enemies than for you. However, you can die quickly so you must be extra careful about where you go and you should never go alone. Forget face checking bushes and play with your teammates. Sometimes you can two-shot their squishier targets in a second if they misstep.


PROS


  • Straight-forward and simple to learn and use. Thou some may disagree with this, not having to pay attention to skill rotation/usage, opens up the time to focus on more important issues, like map awareness, enemy hero item build and so on.
  • Move and attack simultaneously. The only hero in the game that can do this.
  • High AoE damage with Pulse Shot and ultimate.
  • Two-shot potential against squishier targets. High burst damage.
  • Can move over walls while other marksmen cannot. High mobility on the map.
  • Ability to avoid skill-shots and kite by constantly moving. It is a nightmare for aov heroes with telegraphed abilities when their target is constantly moving. Hitting such a target can prove to be nearly impossible without first using some form of control.
  • Good Team fighter. A well placed ultimate, in sync with other physical damage abilities, can dramatically influence the outcome of team-fight. Not only it deals a good amount of damage and penetrates all targets, but it is also relatively simple land.

CONS


  • Dependent on other early game.
  • No ability to control (stun, slow, knock-up…) and weak mobility. Capheny’s ability to kite cannot live up to the expectation because she is lacking any form of control.
  • Ultimate becomes irrelevant towards the late game.
  • You need to manage your energy for pulse shots.
  • Weak one-vs-one. Though excellent team-fighter, Capheny relies heavily on her team-mates which makes her highly dependant on others.
  • Lacking burst power. She delivers a stream of damage. Caphenies skill 1 and skill 2 are not direct damage abilities, instead, they enhance/change the normal attack. The ultimate is also damage over the period of time (3sec). This alone would not be the problem if not for the fact she ‘s unable to control the enemy.
  • Vulnerability to control and no escape option other than Flicker. All of the things mentioned above make Capheny extremely weak when the enemy manages to connect control ability. The only safeties she has are her teammates and the ability to dodge skill-shots.

Additional Thoughts


It is recommended to go ID lane with Capheny, her early game jungle clear speed is to slow and would hinder the team, plus Flicker is her only escape option so trading it for Punish is not a good choice. Try to catch minions with Pulse Shots while they are approaching. When 2 of them die swap to Rapid Fire, finish it off and move back to “steal” the closest creep from your jungle. The goal is to reach lvl 4 as soon as possible (thou not at the direct cost of jungler). Once the ultimate is available use it on every opportunity you get… minions arrived and the enemies are behind? It’s fine, just dump the ultimate and clear the wave while damaging enemies at the same time. Don’t wait for one good team fight to use the ultimate there. Because it is extremely easy to hit enemies in a large area, use it to create an advantage before the fighting even starts.

The entirety of Capheny gameplay in team fights can be summed up in one word: Positioning. If you read the Pros and Cons of Capheny, you already have a glimpse of why this is so crucial. The good thing is Capheny doesn’t have to worry too much about other things and the ability to continuously move comes easy. The bad thing is, if you get caught even by the smallest thing, there is only Flicker to save you, nothing else. The only thing I can advise you here is to move according to the positioning of your allies. Think of them as your living and moving shield. Do not hesitate to use the ultimate as soon as team fighting starts, or even to finish off the escaping enemy (the range of ulty is huge). Remember: move around to dodge the skill shots, then focus on maintaining damage output… in that order. There is not much to it, Capheny is one of the simplest Arena of Valor heroes with only a few things to worry about, but making the slightest misstep will cost her her life.


aleister

This mage is specialized in crowd-controlling his enemies…


This mage is specialized in crowd-controlling his enemies. Two of his abilities provide AoE slow and stun, which makes him very useful in team fights. Other than that, he has very decent wave clearing capability, which is invaluable for most mid laners. His main weakness is the lack of escape tools. In other words, one needs to play super safe to avoid getting ganked by the enemy jungler.


counters


Aleister counters some Assassins, e.g Keera, Murad, Quillen, etc. some Warriors, e.g Florentino, Zanis, Kil’Groth, etc. some Marksman, e.g Elandorr, Tel’Annas, Yorn, etc.

Aleister gets countered by Zip, Alice, Dirak, Lumburr, Y’Bneth, etc.

Aleister synergizes well with Annette, Alice, Zip, Maloch, Lubu, etc.


Arcanas and Enchantments


A wonderful Arcana build for Aleister is:

  • Flurry
  • Benevolence
  • Violate

These Arcana provide us with Ability Power, Attack Speed, Movement Speed, HP Regen, HP, and Magic Pierce.

Ability Power increases the damage of all of our abilities.

Movement Speed helps us roam faster, gank quicker, escape battles easier or chase enemies better.

HP Regen restores our HP faster so we can fight more rather than recall to heal after every fight.

HP increases our survivability, which helps a lot, especially since our Ult makes us a sitting duck.

Magic Pierce lets us do more damage through the enemy defenses, further increasing our burst damage, especially against priority targets.

The ideal Enchantment build for Aleister would be:

  • (Yellow) Mana Refill — Holy Verdict — Holy Thunder
  • (Blue) Enhanced Restore — Gunslinger

Mana Refill restores 8% of our Mana when we hit an enemy hero with an auto-attack or ability. This helps us sustain our Mana pool, which is great, especially since we rely on abilities to do most of our damage.

Holy Verdict increases our Magic Pierce, allowing us to partially bypass the enemy’s Magic Defense to deal even more damage.

Holy Thunder deals additional damage to enemy heroes we hit with auto-attacks or abilities, which helps our burst damage.

Enhanced Restore regenerates some of our HP and Mana instantly, which can help us turn around a fight when we gain HP unexpectedly. It also makes the laning phase a lot much easier to make it through comfortably.

Gunslinger gives us a stack for each unique enemy hero we kill, capping at 6 stacks. Each stack gives us 15 Ability Power, for a total of 90 bonus Ability Power, since we start the game off with 1 stack by default.


Item Build


  • Gilded Greaves
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Arctic Orb

If the enemy has troublesome regenerative abilities, we can pick up Tome of Reaper instead of Evil Secrets to make them easier to kill.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can, which will be very easy with our S2. Once we clear our lane, we can start roaming to gank side lanes or scout the enemy jungle. Ganking will be relatively easy with our S1, and scouting the jungle will reveal which side the enemy jungler started on.

Knowing their starting position lets our team prepare better for the first gank, which is usually the most deadly one. It can also allow us to set up a counter gank or even a potential invade. While laning, landing our S1 on the enemy before dropping our S2 on them ensures that they will take a considerable amount of damage before being able to escape from the damage.

Following this up with our Ult can do about 70% of the enemy Mage’s HP, and also is very good for setting up ganks for our allies.

In the Mid Game, both teams are grouped as 3-5 players and fighting for Abyssal Dragon, Dark Slayer, and Towers.

Aleister will be very strong at this point in the game and is great at ambushing targets or locking down Assassins or divers. Our Ult is one of the only Ults in the game that cannot be cleansed by Purify or Mother Earth Cleansing. However, we need to make sure we’re in a safe position before we Ult since it can be interrupted and leaves us susceptible to attack by other enemies. Using our Ult on the right target is also extremely important and will depict how well we’ll be able to perform as Aleister.

In the Late Game, both teams are grouped as 4-5 and fighting for Dark Slayer, Enraged Abyssal Dragon, and Towers. Aleister is still very strong with wave clear but our damage falls off a bit and our Ult becomes much harder to use safely.

At this stage, we can act as a utility Mage or backup support, by focusing more on Ulting to protect our ally Marksman, rather than engaging with it. If an opportunity presents itself to do so then it’s okay to go for it but we must be very mindful of our surroundings and know that dying carelessly once can cost us the entire game.


PROS


  • Good skirmisher. Exceptionally potent in 2v2 or 3v3 fights, where he is able to lock down multiple targets for long periods of time.
  • Good for clearing minions and keeping enemies locked in place. If you team up with a tank or warrior it can lead to a really annoying combo for the enemy.
  • He has two control abilities, both stun the enemies. The first one is Magic Barrier which slows and stuns the enemies. Second is his ultimate Magic Prison, it stuns the enemy for 2.5 seconds but has to be channeled.

CONS


  • Mages, in general, have this problem – he is very squishy and can be killed in a second if the enemy catches you off guard.
  • No means of escape. If you stray too far or have to run away from the enemy, forget it. Aleister has no skills for running so you have to take Flicker or Run and hope for the best.
  • Low mobility
  • Low burst damage for a Mage
  • Ult is easily interrupted by CCLow burst damage for a Mage

Additional thoughts


Prioritize Magic Barrier to reduce the cooldown so you can match it with Matrix of Woe regularly.

Use Matrix of Woe on minion waves and unaware enemies. Use your range to the max, stay back, and always cast from close to the tower. He is a defensive hero and should be played like one. Magic Barrier is cast after the Matrix of Woe to keep the enemy in it longer. Few of those combos and the enemy will run away with their tails between their legs. Try to lane with a warrior or a tank who can keep enemies at bay, while you pour magic damage from the back.

In team battles make sure you are in the back. Cast a Magic Barrier on the closest enemy followed by Matrix of Woe and keep them in place with Magic Prison. That way you’ll ensure your magic output is maximized. If the enemy has warriors or assassins who can quickly engage you, save the ulti to counter them – it will save you and the rest of your backline. Think carefully and act according to the situation.


alice

Support hero that is extremely difficult to pin down…


Support hero that is extremely difficult to pin down. She has a wide array of control abilities which are most effective in team battles. Her damage output is low, making solo actions very undesirable. The main role of Alice lies in helping her team with buffs, while also controlling multiple enemies at the same time. If caught off-guard and alone, she can still elude her enemies thanks to many of her beforementioned control abilities. Use filters to find Alice’s placement in the arena of valor tier list.

PROS

  • Crowd control. All of her abilities have a control effect on either her or the opposing team. From speedups to stuns, slows and silences, all of her abilities are affecting how others perform on the battlefield.
  • Area of Effect. Friendship and Hissy Fit have a large radius which makes them effective and easy to use. Sunshine, on the other hand, has a smaller radius, but its flight time and low cooldown can lead to numerous occasions where you stun multiple opponents.
  • Hard to pin down. thanks to her entire arsenal of spells, Alice has lots of tools at her disposal when faced with a situation she needs to run away from.

CONS

  • One on one. unless you caught someone off guard, out of cooldowns, or out of HP, Alice can do very little in duels.
  • Squishy. if caught out of position and crowd controlled for even the shortest amount of time, she will disappear in a few seconds.
  • Team oriented. if your team does not work together or doesn’t team up at all for that matter, Alice’s effectiveness drops rapidly. Her entire toolkit is oriented toward helping her team.

Max out Sunshine first and play aggressively, rely on Friendship just for speed boost if you get in trouble. If your team gather more often than usual, consider changing focus to Friendship. Level up Hissy Fit whenever you can.

Alice is a team player already from level 2. Being able to stun multiple opponents and speed herself and her friends means she should team up early. Use Friendship for those moments when you or your teammate are in dire straits, or when any jungler is joining up in the lane. If opposing, for retreat, if not then for engaging unsuspecting prey. If your lane partner is a magic damage dealer, you should try to coordinate your ultimate with his burst/main damage spells.

Alice spells deal a decent amount of damage, but it is much more important to exert flawless control over your enemies and help allies when needed. Do not cast the ultimate if an enemy team is under long-lasting AoE stun (like Gildur’s or Grakk’s ultimate), instead wait for it to get near its completion and then chain it on top for silence and slow effect. Use Sunshine on cooldown and focus more on the target that needs to be stunned rather than doing damage. Friendship is really important to have at the right times. However, no one can tell you in advance what to do with it because it has many purposes and all are equally important. When engaging enemies, your whole team having speed will make sure that the entire team can follow through in those crucial early seconds of a fight. During the fight, when the enemy is landing huge AoE spells, it can save a teammate with the shield portion of the spell, or help him move away from, let’s say, Diochan’s ultimate. In ending stages of a fight, for chase or disengage, it can also play an important role. The major problem of Friendship is that the spell is too good. At every moment of battle you can regret already using it but at the same time, if you’re not using it often, then your time is deprived of a great tool.

Sunshine has no cast time, meaning you can cast it on the move and Alice will not stop to execute that order, which is really important when you are being chased by a stubborn foe. Adding speed from Friendship will make sure you and your friends are at a safe distance most of the time.


amily

A versatile hero with very good sustain, quite suited for laning and finishing off low-health enemies…


A versatile hero with very good sustain, quite suited for laning and finishing off low-health enemies. She is a tough nut with solid damage output but should stay away from burst heroes as her sustain might not be enough here. She doesn’t have many escape options, so caution is advised when pursuing enemies or entering the combat head-on.


Arcanas And Enchantments


The ideal Arcana build for Amily would be Indomitable, Skewer, and Guerrilla.

These Arcana give us Armor, HP, Attack Speed, Attack Damage, Armor Pierce, and Movement Speed.

The Armor reduces the Physical Damage we take, making us able to tank damage better. Armor usually is more beneficial than Magic Defense since most teams are composed of at least 2-3 heroes that do Physical Damage.

The HP increases our durability against all damage sources and makes the Armor and Magic Defense we have more effective. It’s even useful against True Damage, making it a stat that is useful against all enemies and helpful in all situations.

The Attack Speed increases our damage output from our auto attacks and since this is our main source of damage, this works extremely well and is convenient for a hero such as Amily.

The Attack Damage makes us do more damage with our auto attacks, S1 and S2 allowing us to kill enemies and monsters a lot easier.

The Armor Pierce lets us penetrate the enemy defenses easier, helping us burst priority targets down much easier. It even helps our damage against tankier enemies, though not as much as percentage Armor Pierce.

The Movement Speed allows us to roam more efficiently, stick to enemies easier, and synergizes well with the Movement Speed bonus we get from our S1. It also helps our Jungle clear speed since we can run to each camp faster.


Item Build


An ideal item build for Amily would be:

  • Gilded Greaves
  • Spear of Longinus
  • Frost Cape
  • Medallion of Troy
  • Fenrir’s Tooth
  • Blade of Eternity

 If we’re Jungling, we can take:

  • Leviathan
  • Gilded Greaves
  • Spear of Longinus
  • Omni Arms
  • Medallion of Troy
  • Fenrir’s Tooth

We can exchange our Blade of Eternity for Death Sickle if it’s on cooldown or it has run out of uses.

If we’re Jungling, we can exchange our Leviathan for Blade of Eternity if the game drags on that long.


Gameplay Tips


In the Early Game, we want to clear our lane as fast as we can, so we can roam and gank Mid Lane or go into the enemy jungle to figure out which side the Jungler started on. There’s also a chance the camp or buff they’re on is low HP and we can steal it away and escape, setting them behind. Our early ganks are pretty good since our S1 and S2 both have CC effects. We can also go toe to toe with just about any Slayer Lane hero either by out damaging them or out sustaining them.

If we’re Jungling, in the Early Game we want to clear our jungle camps as fast as we can so we can reach level 4. Once we reach level 4, we can start ganking enemies to help our allies get an advantage in the lane or even score a kill. If we manage to give our laners an advantage, we can have an easier time taking the Spirit Sentinel and the Abyssal Dragon. The buffs, global gold, global exp, and global buffs make it easier for your allies to win lane and transition comfortably into the Mid Game.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Dark Slayer, towers, and Abyssal Dragon. Amily will be at her peak strength and effectiveness and be able to draw a lot of pressure to herself by split pushing. She can also perform deadly flanks, becoming a big threat to enemy carries. However, once she commits to engaging in a team fight, she has no way to get out so we have to judge our engages carefully. Having great timing on our engages is the key to success in team fighting with Amily.

In the Late Game, both teams will be grouped as 4-5 players and fighting for Enraged Abyssal Dragon, Dark Slayer, and towers. It will be a lot riskier for you to split push at this stage of the game. You will also fall off a bit now but you’ll still be a big threat if you’re able to get on an enemy carry. By doing bonus damage to single targets, you also help your team a lot with neutral objectives. If getting on an enemy carry is too difficult, you can focus on protecting your ally carry. It won’t be easy since you don’t have many ways to knock them away from your allies but your presence alone should at least make it easier for them to survive since you can’t be ignored either.


PROS


  • Great lane sustain. Her 1st ability provides activate healing while 2nd increases her passive, out of the combat, life regen by a large margin.
  • Versatile champion. All- around Amily have everything in her toolkit in moderate amount, and with proper use she can adapt to almost all situations.
  • In some situations, Amily can be extremely tough. When ultimate is active she ignores a flat amount of damage effectively becoming much more resilient versus champions who’s DPS (damage per second) rely on many different sources of damage (contrary to those that burst with very large chunks of damage).
  • Amazing single target damage
  • Great burst damage

CONS


  • All-in hero, once you dive in, there is no escape tool.
  • Weak against burst champions. A big part of what Amily do is in her ultimate, ignoring a flat amount of damage. This has almost no value against high burst champions.
  • Her toughness can be misleading, sometimes you can fight effectively against two champions, other times one will do you in.
  • Because of her great sustain, Amily can stay in lane much longer than other champions, at least concerning HP. This is not the case with mana. Yes, her Combo passive helps a lot, but sometimes there is just not enough time to wait.

Additional Thoughts


In lane focus on harassing but don’t go all in. Attack and retreat, let your passive from Combo works its healing. The goal is to engage the opponent with Combo, land a few attacks, use Kickblade, and retreat while you have increased speed active. If the enemy is stronger, stay far away, harass with Kickblade and use Combo to retreat (note: when using Combo to retreat, do not attack when the ability is finished, otherwise Amily’s enhanced attack will take you back to the enemy).

In the jungle, if the enemy decides to challenge you, show him the strength of Duel – passive. Otherwise, don’t be too aggressive or invade enemy jungle. Instead, try to gank lanes where you can approach enemy champions from behind, so you can push them towards your teammates with Combo. If you can’t attack from behind, remember your Kickblade slow effect can be a huge deal when the partner follows you up on that.

Don’t be the first to dive, be patient, wait for initiation and in the meantime land as many Kickblades as you can. Hopefully, the slow from this skill will be enough to take some out-of-position enemy. Once the fight is in the way, get close, use Enrage and immediately follow up with Combo. This will take you closer, Enrage -initial damage will unleash, and you start with the enemy knocked up. Deal damage with normal attacks, use Kickblade and Combo on cooldown, but try to select the targets so the allies can have good use of slowing and knock-up effects. Although Amily can be very potent in solo situations, try not to have this inflate your ego, her true potential unlocks when there is team assistance behind her.

Depending on the role, if you are jungle go for Combo as it helps ganks be more potent. If you are in lane, focus on Kickblade, much better for harass and sustain.


arduin

A versatile melee hero whose abilities offer many different playstyles, making him a suitable choice for many compositions…


A versatile melee hero whose abilities offer many different playstyles, making him a suitable choice for many compositions. He can go full tank, semi-tank, or a bruiser even. The support role is also an option. Arduin’s ability to relentlessly bait enemies into attacking him, while simultaneously healing and shielding himself, can often surprise his foes. However, he lacks solo carrying power and should be near his teammates more often than not.


counters


Arduin counters Yorn, Tel’Annas, Krixi, etc…

He is countered by Violet, Capheny, Ignis, Maloch, etc…

Arduin synergizes well with Alice, Zip, Valhein, Dirak, etc…


Arcanas and Enchantments


A great Arcana setup for Arduin would be:

  • Indomitable
  • Skewer
  • Guerrilla

These Arcana give us Armor, HP, Attack Speed, Attack Damage, Armor Pierce, and Movement Speed.

Armor reduces the Physical Damage we take from enemy heroes, monsters, or minions. This is our main stat that we will focus on increasing usually and it helps us mitigate a lot of damage, allowing us to sustain longer in fights.

HP increases how much damage we can take overall and helps against all damage sources, even True Damage. It also synergizes very well with Armor and Magic Defense, making this a very important stat for us to increase as well.

Attack Speed increases our damage output with auto attacks and auto attacks are our main source of dealing damage, making this stat useful to us as well.

Attack Damage increases the damage we deal with all of our skills and auto-attacks. It’s not our main focus but extra damage can never hurt to have.

Armor Pierce allows us to ignore some of the enemy’s defenses with our attacks. This helps against all enemy heroes, especially those with low defenses.

Movement Speed helps us when it comes to roaming, ganking, chasing enemies or escaping from them.

The ideal Enchantment combination for Arduin would be:

  • (Red) Devourer — Bone Cutter — Desperate Duel
  • (Green) Tower Blessing — Regrowth

Devourer restores our HP by 9% and our Mana by 15% whenever we get an enemy kill or assist. This is extremely effective since our HP pool will be very high, making us heal for way more than most heroes would be able to restore from this Enchantment.

Bone Cutter increases our Resistance by 10% which makes CC effects last for a shorter time against us. Since we’ll most likely be in the frontline, we’ll get hit by a lot of CC and this makes it easier for us to continue fighting without being disabled for too long.

Desperate Duel gives us stacks each time we hit an enemy hero with an ability or auto attack. Each stack increases our Movement Speed and once we reach 10 stacks, we gain bonus Armor Pierce and heal for a portion of our missing HP. We excel in prolonged battles, making this Enchantment ideal for us and it synergizes very nicely with our Passive Ability Life Steal effects.

Tower Blessing increases our damage reduction when under towers, giving us an easier time defending our own towers or even tower diving the enemy.

Regrowth increases our healing and shielding effects, which synergizes nicely with our kit since our S2 gives us a shield and our Passive Ability gives us bonus Life Steal.


Item Build


An efficient build for Arduin would be:

  • Gilded Greaves
  • Mantle of Ra
  • Frost Cape
  • Gaia’s Standard
  • Shield of the Lost
  • Mail of Pain

Gameplay Tips


In the Early Game, we want to clear our lane as soon as possible so we can begin roaming to gank for our allies or to scout the enemy jungle. Starting with our S1 helps a lot when clearing lane but we should only use it if the enemy comes close enough so we can trigger the second effect of it. If we waste it carelessly for extra damage on minions, it gives the enemy a chance to punish us since we’ll have no abilities available to defend ourselves at level 1.

Once we start roaming, our ganks aren’t bad but become a lot better once we hit level 4. We don’t really have mobility to secure our safety when scouting the enemy jungle but our Passive Ability should be enough to make us practically immortal if we’re not committing to a fight early on, even in a 1v2 scenario.

Once we find out which side the enemy jungler started on, our team will be able to play accordingly, denying the enemy jungler a chance at snowballing easily. Once we get our Ult, we’ll start to become somewhat of a damage threat and able to outduel most heroes.

In the Mid Game, both teams will be grouped as 3-5 players and trying to obtain neutral objectives and towers. Arduin will start to shine more here, especially since all of our skills deal AoE damage.

We can comfortably frontline and soak a ton of damage for our allies when we have our Passive Ability ready to be used. We’ll also be able to CC multiple enemies in the process, setting our team up for success. If things get dangerous, we can always Ult away to safety if we didn’t waste it to engage. We also have the option to split push if we need to.

It wouldn’t be recommended since we can’t take towers that quickly but sometimes it’s necessary to give our team advantages under circumstances. We have good dueling capabilities so as long as we focus on the enemy’s whereabouts on the map, we should be safe.

Even though we can’t outright kill enemy carries, we definitely can kill them given enough time and zone them from the fight or force them to focus on us. Doing this also helps out our team a lot when it comes to team fighting, especially if we don’t die in the process.

In the Late Game, both teams will be grouped as 4-5 players and fighting for control over towers, Dark Slayer, and Enraged Abyssal Dragon. Split pushing is no longer an option but protecting our carries becomes another alternative we can use to fill the gap.

Enemies will have a tough time getting through us as we can act as a backup Support to give our carries more security. If that’s not necessary, we can continue engaging, disengaging or simply frontlining for our team. Our damage won’t be spectacular but that’s not what we’re here for anyway.

As long as we’re CCing multiple targets, absorbing important cooldowns, and protecting our team, we’ve done our job and the rest will be in our team’s hands. Fortunately, if we’re able to do all of that, our team should be able to easily pick up a victory for us.


PROS


  • Great ability synergy. All of your skills synergize really well. Your passive with your 2nd Ability, Ultimate with your 1st Ability and Ultimate and 2nd Ability, overall all of your skills go along with each other so combo them as you please.
  • Crowd Control. Your Ultimate (Cull) and your 1st Ability (Rend) are both solid stuns and as a gift, they are not that hard to land. Rend even stuns all heroes in front of you in a huge cone which requires a little bit of positioning, but a small price to pay for such a great stun.
  • Versatile. Arduin has many options when choosing how to play, you can go full tank or semi tank or a bruiser like even support is an option for you that’s why I put so many talent options in the description. Even the Roar is solid on Arduin as his passive has no internal cooldown. Crowd Control immunity. Again same two abilities Cull and Rend both offer CC immunity, in Cull its as description says but with Rend it’s a little bit harder, but once you get used to it there should be no problem in abusing them both.

CONS


  • Unreliable passive. Your passive ability description says “when Arduin’s HP falls below 50%” and you really can’t plan to drop down on HP, can you? Well, you can but it’s really hard… And you see where this is going. It is really hard as the game goes on to use it to its full potential.
  • Susceptible to burst. To play Arduin to his full potential you have to use all of his skills correctly, and that also applies to your passive (again). If you want to abuse your life steal and fake HP you need to fall below 50% HP and even if you have your CC immunity one hard stun or a high damage ability and you are done for.
  • Lacking solo power. Arduin has 2 stuns and 1 of them has huge AoE, but you are not really that much of an AoE powerhouse. You will need your team to take care of that business and that makes solo carrying that much harder with Arduin.

Additional thoughts


Level 1, go for Rend as AoE stun can be clutch, after that max Undying Protector for CD reduction it provides.

With this kind of item, talents and arcana set you will want Dark Slayer lane. You want to start your laning phase slowly, don’t get too eager early, once few levels kick in, get in for some favorable trades. You can harras with Rend and Undying Protector up and out sustain your opponent with your passive. You are not that susceptible to ganks but keep the lane in your favor. If you must rotate, do so with your jungler as you are best in pair with someone. You can either go for a middle lane or enemy jungler, either way is acceptable for you. Arduin himself is not much of an objective taker (towers, dragon, etc..) so getting a kill or defending tower of your own is a much better choice for you.

This is the hardest part for you, depending on your team if you have a tank go bruiser mode if not go full tank mode and stick to your “guns”. If you are a tank you go front line, start with Rend and try to land the stun on as many enemy heroes as you can. Grabbing kills is not your top priority as you serve much more as a protector than as an aggressor. Defend your hyper carries and mages disable and take skill shots for them, save Cull for either escape or for some clutch stun. However, if you go, bruiser, you don’t stand first on the front, let your tank take care of business first wait for your chance and then rush in, try to pick a target in the back (walk between fighting heroes) and reach backline with Cull and stick to the enemy as much as you can, you probably won’t be able to get a kill but for sure you will get attention of a support or another enemy and you already gave your team advantage that way as they will stay on a 4v3 scenario.


arthur

Being both tanky and a mobile warrior, Arthur is held in high regard when playing against physical damage dealing heroes in the lane…


Being both tanky and a mobile warrior, Arthur is held in high regard when playing against physical damage dealing heroes in the lane. He can often be used for initiating battles, for example by flanking the enemy team and diving into their soft back-line. His abilities do not require mana, which makes Arthur significantly less difficult for playing. On the other hand, he is susceptible to crowd control and needs the right set of items to become the desired bruiser/tank. Arthur place in arena of valor tier list can be found at the top of the page.


Counters


Arthur Counters most Assassins, e.g Raz, Nakroth, Paine, etc. most Mages, Azzen’ka, Krixi, Sephera, etc. and most Marksman, Tel’Annas, Yorn, Brunhilda, etc.

Arthur gets countered by Capheny, Elandorr, Hayate, Florentino, and Moren.

Arthur synergizes well with Alice, Lumburr, Ignis, Enzo, and Keera.


Arcanas And Enchantments


A good Arcana build for Arthur would be:

  • Assassinate
  • Skewer
  • Indomitable

These Arcana give us Attack Damage, Movement Speed, Armor Pierce, Armor, HP, and Attack Speed. Attack Damage increases the damage dealt by our auto attacks and all of our abilities. Movement Speed allows us to roam the map promptly, gank, and stick onto enemies easier and escape from them faster. It also synergizes well with the Movement Speed buff from our S1. Armor Pierce allows us to bypass the enemy’s armor partially to deal increased damage and higher burst damage against priority targets. Armor reduces the Physical Damage we receive from all sources. HP increases our survivability and makes our defenses and resistances even more effective. Attack Speed speeds up our auto attack animation, which increases our damage output. For Enchantments, we want to take:

  • (Red) Devourer – Bone Cutter – Desperate Duel
  • (Green) Tower Blessing – Regrowth

Devourer restores 9% of our Max HP and Mana whenever we score a kill or assist and the HP value becomes extremely high since we build a lot of HP with our items.

Bone Cutter increases our Resistance, which mitigates the effects of enemy CC by 10%.

Desperate Duel gives us stacks each time we hit an enemy hero with auto-attacks or abilities and each increases our Movement Speed. When we reach 10 stacks, which is the cap, we gain armor pierce and restore some of our missing HP.

Tower Blessing increases our damage reduction when we’re near towers, which allows Arthur to farm under tower safely or dive enemies with fewer risks.

Regrowth increases our healing and shielding effects. The healing effects synergizes well with our S2 and Devourer Enchantment, and their effects will be enhanced.


Item Build


The items suitable for Arthur would be:

  • Gilded Greaves
  • Mantle of Ra
  • Frost Cape
  • Gaia’s Standard
  • Fenrir’s Tooth
  • Blade of Eternity

If our Blade of Eternity goes on cooldown or runs out of uses, we can swap it for a Mail of Pain, or Hyoga’s Edge, depending on if the enemy team has a lot of mobility or not.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can so we can gank Mid Lane or scout the enemy jungle. Ganking will be a bit difficult until we reach level 4 unless our Mid Lane ally has CC since we don’t have any hard CC without Ult or dashes. Scouting will probably be the better alternative, especially if we’re going against an opponent who can’t beat us in a 1v1, since we can attack the side camp, forcing them to fight us for it or we just get bonus gold and EXP for free. If the camps aren’t there, then we know the enemy Jungler started on our side and our team will know which lane will most likely be ganked first.

In the Mid Game, both teams will be grouping to fight as 3-5 players for neutral objectives and towers. Arthur will be very strong and we will be able to frontline, flank, or protect our ally carries from Assassins As tanky as we are, our damage is high enough for us to be a threat to enemy carries. We also can split push even though we’re not the best at taking towers, we will be hard for one person to stop and can force the enemy team to send multiple people to try and kill us. Regardless of the situation we’re in we will always be useful in one way or another.

In the Late Game, we will still be very strong and useful. Both teams will be grouped as 4-5 players, contesting neutral objectives and towers. We still have most of our Mid Game options available to us, aside from split pushing. However, at this stage of the game, it will be more beneficial to go for defensive options such as protecting ally carries or frontlining to absorb damage for our team. We won’t have enough damage to kill an enemy carry by ourselves anymore but as long as we manage to keep our carries alive or zone enemy carries while disrupting the enemy in fights, we can lead our team to claim neutral objectives, which makes obtaining victory that much easier.


PROS


  • 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.

CONS


  • 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.
  • Can be kited easily, due to low mobility

Additional Thoughts


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.

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.


arum

An AP tank reliant on self-healing and control over the enemy…


An AP tank reliant on self-healing and control over the enemy. Disturbingly versatile, Arum is one of those rare heroes that can fit into any role and any team composition. You can basically play anything with her. Arum is a natural diver – be it engaging towers or just jumping into a peak of an ongoing battle – she is equipped for making casualties. Her lack of mobility abilities demands planned and coordinated team actions, otherwise, she ain’t coming home.


Arcanas And Enchantments


A nice Arcana build for Arum would be:

  • Indomitable
  • Valiance
  • Benevolence

These Arcana will give us Armor, Attack Speed, HP, Cooldown Reduction, HP Regen, and Movement Speed.

The Armor reduces the damage we receive from enemies that deal Physical Damage. Since most teams usually have 2-3 heroes that deal Physical Damage, this increases our survivability even more and can help us protect our allies even better.

The Attack Speed increases the damage output of our auto attacks.

The HP makes us tankier against all damage sources and synergizes nicely with our Ult since we both receive True Damage during the duration. As long as we have more HP than the target we Ultd, our team can freely attack them without putting us at risk of dying.

The Cooldown Reduction increases the uptime of all of our abilities and since our Ult is very important and game-changing, we want to have access to use it as much as possible.

The HP Regeneration restores our HP faster and since we will be taking damage for our allies quite often, we won’t have to recall as frequently to restore our HP after a battle.

The Movement Speed allows us to roam more efficiently to help our allies as much as we can. We also will be able to stick on the enemies easier with our S1 so we can damage enemies and regen our HP faster or run away faster when needed.

The ideal Enchantment build for Arum would be:

  • (Green) River Treader – Regrowth – Explosive Shield
  • (Blue) Arcane Whisper
  • (Red) Devourer

River Treader increases our Movement Speed and restores our HP and Mana faster when we’re in the river. Since we’ll be roaming quite often, especially through the river, we can benefit greatly from this Enchantment.

Regrowth increases our healing and shielding effects, which works well with our S1, Explosive Shield, Devourer, Heal Talent (if we choose to take that), and even Mother Earth Barrier effect as well.

Explosive Shield gives us stacks each time we take damage from an enemy hero, stacking up to 20 times. When we reach 20 stacks, there’s an explosion around us that heals us a bit, knocks enemies up, makes us immune to CC, and deals damage to the enemies. As a frontline tank, this helps us a lot and makes it even harder for us to be killed.

Arcane Whisperer reduces the cooldown of our Talents, allowing us to use Heal or Flicker more often to help our team as much as we can.

Devourer restores a percentage of our HP and Mana with each kill or assists we score. This makes our durability even higher in team fights, especially when the enemies are dying and can help sustain our Mana since we use a lot of Mana as Arum.


Item Build


An effective item build for Arum would be:

  • Mother Earth Barrier
  • Gilded Greaves
  • The Aegis
  • Gaia’s Standard
  • Frost Cape
  • Blade of Eternity

If the enemy team has heroes that have invisibility or stealth effects, e.g Keera, Wukong, Batman, etc. we can take Mother Earth Magic Eye instead to help reveal their locations when hidden if they’re nearby.

If the enemy team has multiple heroes with hard CC, we can take Mother Earth Cleanse to dispel their effects and give temporary immunity to CC.

If the Blade of Eternity is on cooldown or runs out of uses, you can swap it for a Mail of Pain.


Gameplay Tips


In the Early Game, we want to help our clear Mid Lane as fast as we can so we can roam to gank side lanes or scout the enemy jungle. If a gank opportunity doesn’t present itself, scouting the enemy jungle is an alternative option that allows us to figure out the enemy Jungler’s gank path and gank timing. We can even potentially steal a camp or buff away from them, which would set them behind greatly. We have no fear to challenge them for the buff as well since Arum has one of the strongest level 1 fighting abilities in the game due to her restorative effects. Even just delaying or distracting them is enough to set them behind, as long as we don’t die in the process so we can’t be too overconfident.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Abyssal Dragon, towers, or Dark Slayer. Arum is very strong at this point in the game, being able to engage and lock down any enemies with her Ult. She can also disrupt team fights with her S2 or simply just tank and absorb damage for her allies. Landing an Ult on an enemy carry nearly ensures their death and can put your team in the driver’s seat to a victory. Arum’s Ult also makes her very intimidating against enemy Assassin’s since as long as she has it up and is near her carry, they cannot be assassinated by a single player.

In the Late Game, Arum is still very strong and a well used Ult can be the difference between a win or a loss fight. However, Arum would be better off protecting her ally carries rather than engaging since her Ult is a lot more dangerous to use and she’s a lot easier to kill now with everyone having full builds and Armor Penetration. As useful as the Ult is, it can also be our downfall if we Ult the wrong person or at the wrong time. We also have to make sure we don’t take unnecessary poke damage because we won’t have enough HP to safely use our Ult. If we manage to protect our ally carries or if a great engage opportunity presents itself to Ult an enemy carry, this will help solidify our victory.


PROS


  • Versatile. Arum is one of those rare Heroes that can fit into any role and any team composition. You can basically play anything with it.
  • Sustain. Her passive ability, Ravenous Beasts, heals Arum for a big amount of HP, the longer the game goes – the bigger your HP pool gets, which means even more healing. You are bound to always have some Ravenous Beasts on you, with some mana regen you won’t be teleporting back.
  • Great at diving. With Snare and Ravenous Beasts, you can basically dive anywhere and still get a positive result. Be it towers or even just jumping into chaos with it will probably get you a kill or two. You might not get out alive but your mission will be done. Deceptive Health Pool. With Ravenous Beasts constantly circling around you, no enemy can predict how much you are gonna heal or how much damage will it take to kill you. Your HP will be going up and down and that leaves you some space for some really clutch plays.
  • Game-changing Ultimate
  • Very durable

CONS


  • Lack of mobility. Arum’s biggest weakness is having no mobility skills whatsoever, you are basically forced into picking Flicker talent. Once you go in, without your teammate’s assistance you are not coming out. So pick your battles carefully.
  • Unreliable CC. When you read Uncaged and Snare ability descriptions, they sound great, but they are really, really unreliable. Basically, Uncaged’s 3 jumps are very rarely going to hit, you can at most rely on hitting the 1st jump, and 50% slow is really not that great. The snare is 2.5 seconds channel, so it’s really not as good as some other abilities.
  • Solid at everything but not excelling at anything. Maybe you can fit any role and always try some new great item build, but you won’t be able to reach the potential of some other heroes. You will always do just fine, but for any role you wanna play Arum on, there will always be a better pick.

Additional Thoughts


Arum is pretty much level 1 god, pick Lion Tamer as soon as the match starts and start stacking before you leave the base. You can go boots first item and bully the enemy jungler, while at the same time you can clear waves and bully enemy laners. With this much sustain early you shouldn’t really worry about losing HP since you can easily just recover by getting into the enemy’s face or standing on top of creeps. Keep clearing waves and moving around and playing risky, because of your passive you will hardly pull any ganks off pre level 4, but still, Arum can be a really big nuisance and if a fight begins early you will probably get on top.

You will always want to start with 3 Ravenous Beasts stacks, spam Lion Tamer until you get those, after that, you can either use Uncaged for some poke or to Split your enemies apart, if that happens Flicker into the squishiest enemy hero and use Snare. If that doesn’t do the job, use Uncaged again into Lion Tamer 1 more time and that should do the trick. The worst-case scenario is that you trade 1 for 1, but if your allies do their job you shouldn’t really be threatened after that, just spam Lion Tamer until the battle calms down and that should be a job well done.


astrid

A durable warrior with decent mobility, but needs to viciously farm her way through…


A durable warrior with decent mobility, but needs to viciously farm her way through. Astrid is a frontline warrior who rushes in the center of battle. She can soak quite a bit of damage, while also dealing tons of it back. Susceptible to kiting.


Counters


Astrid counters most Marksman, e.g Slimz, Brunhilda, Yorn, etc. most Mages, e.g Illumia, Diaochan, Natalya, etc. most Assassins, e.g Keera, Paine, Wukong, etc.

She is countered by Joker, Annette, Florentino, Aleister, Arum and Riktor.

She synergizes well with Lumburr, TeeMee, Ignis, Capheny and Max.


Arcanas And Enchantments


Helpful Arcana for Astrid would be:

  • Skewer
  • Guerrilla
  • Indomitable

These Arcana give us stat bonuses consisting of Attack Damage, Armor Pierce, Attack Speed, Movement Speed, Armor and HP. Attack Damage increases the damage of our auto attacks, S1 and Ult. Armor Pierce lets us penetrate the enemy’s armor partially, increasing our burst damage against enemy carries and overall damage against other targets. Attack Speed makes us attack faster, increasing our DPS with auto-attacks. Movement Speed allows us walk faster which helps with roaming, ganking, chasing enemies and escaping enemies. Armor reduces the amount of Physical Damage enemies will deal to us. HP increases our survivability against all damage sources, including True Damage.

An efficient Enchantment build for Astrid would be:

  • (Red) Shadow Dash – Deadly Claw – Curse of Death
  • (Blue) Enhanced Restore – Gunslinger

Shadow Dash gives us a stack each time we dash, stacking up to 3 times. The more stacks we have, the more damage will get added to our auto-attack. With the combination of our S1 and S2, we can get 3 stacks, allowing us to get the full utilization of this Enchant on Astrid.

Deadly Claw increases our Attack Damage, increasing the damage of our S1, Ult and auto-attacks.

Curse of Death deals additional damage after we hit an enemy hero 3 times in short succession, then after a few seconds, they will receive even more additional damage. This Enchantment makes bursting enemies a lot easier for Astrid.

Enhanced Restore regenerates some of our HP and Mana instantly when used and is very useful in the Early Game by surprising enemies in fights or simply refilling amounts of Mana or HP that we would normally have to use a lot of time recalling in order to do so.

Gunslinger gives us a stack for each unique hero that we slay, for a maximum of 6 stacks. Each stack gives us 10 Attack Damage so we can get up to 60 extra Attack Damage from this ability, making us deal even more damage against enemies.


Item Build


The items we can take if jungling with Astrid are:

  • Soulreaver
  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If we’re in the Slayer Lane, we can build:

  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Hercules’ Madness
  • Fenrir’s Tooth
  • Blade of Eternity

If Blade of Eternity runs out of uses or is on cooldown, we can exchange it for a Death Sickle.

If we’re in the Late Game and have all of our items already built, we can swap Rankbreaker for Muramasa since it will be more useful since enemies will have more Armor.


Gameplay Tips


In the Early Game, if we’re jungling, we need to clear our jungle as fast as we can. Doing this will get us to level 4 before the laners, which gives us a big advantage since we’ll have our Ult and they won’t. Ganking for our allies can boost our gold income, exp or simply give our teammates lane priority, generating a tempo advantage. We can then use any of these advantages in order to start obtaining neutral objectives or even towers. These advantages can also help us transition well equipped to win in the Mid Game.

In the Early Game, if we’re in the Slayer lane, we need to kill our minions as quickly as we can so we can gank the enemy Mid or scout the enemy jungle. Since Astrid loses against most Slayer Lane heroes, we probably won’t be able to roam as often since the enemy will be able to roam first. We can still do our best to farm as much as we can or even try counter ganking the enemy Slayer Lane if we can. A final option would be to scout the enemy jungle but we have to be extra careful if we don’t know where the enemy Slayer Lane or Jungler is located.

In the Mid Game, both teams will be grouping to fight for towers and neutral objectives in groups of 3-5 players. Astrid will be at her strongest and be able to assassinate enemy carries. Her offensive mobility with S1, combined with her invincibility from Ult allows her to absorb large amounts of damage and dive the enemy carry. Mistiming our Ult or engaging into battle on the wrong target or at a bad time can ruin our chances of success. Split pushing is another option for us, since we can get away from most enemy Slayer Laners with our mobility or take towers swiftly.

In the Late Game, everyone will be grouping up to contest for neutral objectives and towers. Astrid falls off a bit but her Ult helps maintain her presence, even at this stage of the game.

Being able to absorb or negate a bunch of damage or CC can have game-changing effects and turn the tides of a battle for our team. We have to be extremely cautious, while attempting to assassinate enemy carries, especially due to our low defenses.


PROS


  • A good combination of defensive tools. Passive combined with ultimate’s immunity can provide Astrid with enough time to do her job, which is to soak up some and deal tons of damage.
  • Great front-line AoE damage. Aside from Fearless Charge, all other skills are AoE damage, combined with  Leviathan, makes Astrid a great frontline warrior who rushes in the center of the battle.
  • Added bonus effects on skills. Increasing attack speed with Spin Slash, decreasing movement speed and armor with Fearless Charge, stunning those with more HP with Dire Blow.

CONS


  • Susceptible to kiting. Astrid has just one gap closer and if she gets knocked back or hard cc’ed outside of her range, it will be a lot very hard getting back into the thick of things.
  • Too weak when behind in farm. Astrid’s role is to charge in, and she needs a lot of farm if she is to soak all that damage and survive to dish out her own.

Additional Thoughts


Take 1 level in fearless charge, then focus on Spin Slash.

If you plan to gank early (before level 4) then go for Sage Golem first and start from there. When you gain a red buff go and gank the mid lane. If you plan on waiting for the level 4, then go for Might golem first, so you get additional DoT while clearing camps. Astrid ganks are not greatest as she does not have hard cc, but Leviathan jungling item complements her abilities greatly. That in addition to the advantage in levels is the main reason why she can do well in the jungle. While ganking, slow down an opponent with Fearless Charge and follow through with Spin Slash spam. Keep in mind, the best possible scenario for the ultimate is that both you and the enemy in range, have less than 60% HP.

In lane play safely, you can’t afford to lose trades. Stay behind if your foe is stronger than you. After you complete some of the major items, like Mantle of Ra, test it out and challenge your opponent, see how you stand against them and modify item build accordingly. Take boots that help you against that opponent specifically. Subsidize your lane time with near jungle monsters when you have time, for example, if you pushed minions away from the tower and you think there is enough time to do that.

Astrid’s role in a team fight is a disruptive bruiser, charging in after initiators do their thing. Make sure you have a partner when engaging, if alone and focused you won’t last long. When targeted and below 60% HP, use ultimate to soak up and deal damage. Because you don’t have hard cc, it is better to focus on taking enemy squishies out, than protecting your own.


batman

A stealth assassin and a good skirmisher, equipped for objective control such as Abyssal Dragon or Towers…


A stealth assassin and a good skirmisher, equipped for objective control such as Abyssal Dragon or Towers. Nothing suits him better than the role of a jungler. His abilities allow him to quickly clear camps and maintain decent sustainability in these areas. Also, having a stealth assassin roaming the map can often put significant pressure on the enemy team. Note that enemies are being warned by the proximity of your presence, and from a fair distance also. Batman’s abilities revolve around diving and dealing damage, lacking any escape option. Scroll to the top to check Batman’s position in arena of valor tier list.


counters


Batman counters Capheny, Violet, Illumia, Krixi, etc…

He is countered by Annette, Zip, Alice, Maloch, Kil’Groth, etc…

Batman synergizes well with Krizzix, Alice, Lumburr, Ignis, Lubu, etc…


Arcanas and Enchantments


Useful Arcana for Batman would be:

  • Assassinate
  • Skewer
  • Onslaught

These Arcana give us Attack Damage, Movement Speed, and Armor Pierce.

The Attack Damage is our main stat and what will determine how much damage we can output. It increases the damage of all of our abilities and auto-attacks.

The Movement Speed will help us walk faster so we can roam the map quicker, gank more efficiently, stick onto targets with our melee attacks easier or it even helps us retreat when we need to.

The Armor Pierce allows us to bypass the enemy defenses somewhat to do more damage against enemy heroes. Our damage will be increased even further against enemy carries since they don’t have much defense to begin with, nor do they build it through their itemization.

Superb Enchantments for Batman would be:

  • (Red) Raging Inferno — Deadly Claw — Curse of Death
  • (Blue) Enhanced Restore — Gunslinger

Raging Inferno deals damage to enemy heroes when we hit them with an auto-attack or ability. This Enchantment is great at increasing our burst damage or finishing off low HP enemies who may have gotten out of our reach.

Deadly Claw increases our Attack Damage throughout the game increasing our damage even further as the game progresses, since the amount we gain scales with our level.

Curse of Death deals bonus damage to enemy heroes who we hit 3 times in a short succession, then they take even more damage a few seconds later. This is the icing on the cake for our burst damage and works very well for us since our Burst Damage skill rotation consists of 3-4 hits anyway.

Enhanced Restore regenerates some of our HP and Mana immediately and helps us sustain better throughout the entire game, especially in the Early Game. Since our HP and Mana pools are smaller in the Early Game, it makes a bigger difference, percentage-wise in recovery. This Enchantment can also be used to surprise enemies who think they can kill us but we gain a small burst of HP, turning the tides of battle.

Gunslinger provides us with stacks each time we score a unique hero kill. Each stack increases our Attack Damage by 10. Since we start the game off with 1 stack, we can cap at 6 stacks.


Item Build


The best item build for Batman is:

  • Soulreaver
  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If our Blade of Eternity is on cooldown or it no longer has any uses, we can take Death Sickle in exchange.


Gameplay Tips


In the Early Game, we want to clear our jungle as fast as we can so we can reach level 4 and start ganking lanes to get ourselves and our allies ahead. Once we have our Ult, we can use it to sneak up on enemies, using our S2 then Ult, auto-attack, and animation cancel it with our S1.

This combo will do about 60-80% of the enemies’ HP already before we even have items meaning, if our ally follows up our gank, the enemy will most likely die each and every time. Once we give one of our laners priority in lane, we can go for Spirit Sentinel to give our teammates global gold and pick up the buff for ourselves.

Shortly thereafter, we can work towards picking up Abyssal Dragon, which will give our team yet another boost, increasing our chances of winning even more. This is where we shine the most because we excel at ambushing isolated targets and when the Mid and Late game rolls around, we won’t have those opportunities as often.

If we start picking up some kills, we can then start invading the enemy jungle to steal all of their camps and buffs or just outright kill them if we find them. They won’t see it coming if we approach properly with our Ult activated.

In the Mid Game, both teams will be grouped as 3-5 players, contesting one another for towers and neutral objectives. We will still be very strong damage wise but it will be much harder to assassinate enemy priority targets. Split pushing can help make this easier, especially since rotating from the enemy territory of the side lane gives us an easier angle to flank the enemy from.

However, even if we can’t flank, forcing a fight while one or two members are trying to clear the wave you pushed into their tower is a great alternative as well. There are also ways to use our Ult where we can intimidate enemies and play mind games with them by going near them and backing off.

This leaves the enemy uncertain and on edge, always wondering where we are and if we’re going to strike, making it easier for our team to pounce while they’re disoriented from our tactics. Once we fully commit to engaging, there’s no way out other than us killing the enemy or them killing us, meaning we need to pay very close attention to when we decide to engage and make sure it’s worth doing so.

In the Late Game, both teams will be grouped as 4-5 and fighting for neutral objectives and towers. Batman falls off very hard by now because not only will killing carries become harder for us due to their increased defenses but everyone will be grouped up.

It becomes much riskier to get too close to the enemy and we can die very easily ourselves. Items like Arctic Orb, Bow of Slaughter, Mother Earth Magic Eye, etc will make our job even harder at this stage of the game.

We still will focus on doing our best to pressure the enemy carries the best we can. If our team forces the enemy team to use those items’ active abilities we can still quickly burst down an enemy carry even though we will probably die immediately afterward. It’s still a win in our book because their lives are worth much more than ours and will allow our team to easily win the team fight and the game.


PROS


  • Good skirmisher. Batman’s damage increased movement speed from Caped Crusader passive and control provided by Batarang, all adds up to a very good combination of skills for decent ganks and skirmishes in general.
  • Objective control and clear speed of jungle camps. Forearm Strike dealing double damage on a random target in range, coupled with sustain from Batarang after effect enables fast takedowns and good sustain.
  • Stealth. Having a stealthy assassin roaming the map puts a lot of pressure on the enemy team.

CONS


  • No escape options. Batman’s skill set is about diving and dealing damage. There is no disengage tool in your skillset.
  • Enemies are warned when you are approaching with eyes above their heads. This activates in a large radius and it is a good signal you will appear in a few seconds.

Additional thoughts


Prioritize Forearm Strike, this is your main damage source when jungling. Take ultimate whenever you can.

AoV Batman is played in the jungle and has a lot more potential in that role than he would in any other lane. Start the normal route (blue to red) and once you reach level 4 you should start ganking. Start by going into stealth while you are still approaching the lane. Once in stealth enter the lane from behind the enemy and before they have time to react use Batarang to hit as many of them as you can. If you manage to hit multiple targets, use Forearm Strike but try to reach all those with Batarang debuff, if you cant, focus on the primary target (usually carry). Save damage part of the ultimate for either escape or finishing an opponent off. With Soulreaver completed and level 4 to 6 you can already easily solo Abyssal Drake, you should do this whenever you feel enemies have their hands full.

Later in the game, and when team fights are a must, Batman’s task is first and foremost to build up tension in the enemy team. Try to stay out of their vision even outside stealth. Enter the fight once your team starts to engage or is engaged upon, try to single out squishy heroes and land Batarang-Forearm Strike combo on as many enemies as possible. This will provide some nice damage and stun on multiple members. Immediately after you do this, reposition yourself in such a way that safety is your priority. Be extremely careful when casting the damage part of Dark Knight, because you don’t want to land in the middle of an enemy team.


chaugnar

A pretty tanky melee harasser who rarely melee’s…


A pretty tanky melee harasser who rarely melee’s. His strong points lie in pushing off enemy laners with his abilities and being able to survive these actions long enough on his own. Probably the hardest target to gank. He can also assist his whole team in critical situations, relieving them of any control effects. Chaugnar has no innate sustainability nor physical damage to launch an all-out attack, but he can survive living hell if targeted – allowing his teammates noticeably easier time in team fights.


Counters


Chaugnar counters D’Arcy, Allain, Dirak, Enzo, Alice, etc.

Chaugnar gets countered by Wisp, Capheny, Slimz, Annette, Violet, etc.

Chaugnar synergizes well with Capheny, Violet, Quillen, Paine, Florentino, etc.


Arcanas And Enchantments


Some useful Arcana choices for Chaugnar would be:

  • Valiance
  • Benevolence
  • Indomitable

These Arcana give us HP, Cooldown Reduction, HP Regen, Movement Speed, Armor, and Attack Speed.

HP increases our survivability and synergizes well with the items we build since HP becomes more efficient the more Armor and Magic Defense we have. It will also make our job of protecting our allies or engaging a lot easier as well.

Cooldown Reduction lowers how long we have to wait to use the ability again after using it. Since we rely on our abilities to do everything, this is very beneficial and allows us to have more uptime on our skills in a fight.

HP Regen restores our HP faster and synergizes well with our River Treader Enchantment so we can regenerate our HP even faster while roaming to assist our allies or gank enemies.

Movement Speed helps us when it comes to escaping fights, chasing enemies, roaming throughout the map, or even ganking enemies.

Armor reduces the damage we take from attacks that deal Physical Damage and since most heroes on teams are AD reliant, that makes Armor even more effective in helping our survivability.

A useful Enchantment setup would be:

  • (Green) River Treader — Nature’s Gift — Nature’s Wrath
  • (Red) Devourer
  • (Blue) Enhanced Restore

River Treader increases our HP Regen, Movement Speed, and Mana Regen when walking through the river and the river is our most common roaming pathway. We will be able to go from lane to lane, gank enemies, protect allies, and continuously heal as we go, rather than recall to the base all of the time.

Nature’s Gift gives us a stack for each minion that dies nearby us. Each stack gives us 8 HP and can be stacked up to 100 times, for a bonus of 800 HP. It’s very easy to gain these stacks since minions die all the time, throughout the game and it makes us even more durable against enemy attacks.

Nature’s Wrath deals some bonus damage and lowers the enemy’s Magic Defense whenever we CC them. This helps not only our Mage but even ourselves since we deal Magic Damage with our skills as well.

Devourer restores our HP and Mana partially whenever we get an assist or kill. This helps our survivability even more, especially in a winning fight, and can even come in clutch in moments where we run out of Mana in a team fight.

Enhanced Restore refills some of our HP and Mana, which makes the Early Game a lot easier to manage. It can also surprise the enemy when they think they can kill us and we gain a small burst of HP, helping us get away or even bait them into our allies.


Item Build


A great set of items for Chaugnar would be:

  1. Mother Earth Barrier
  2. Gilded Greaves
  3. The Aegis
  4. Gaia’s Standard
  5. Mail of Pain
  6. Blade of Eternity

If we’re against a team with stealth or invisible effects, we can take Mother Earth Magic Eye instead.

If we’re against a team with a lot of hard CCs, we can take Mother Earth Cleansing, even though we have cleansing effects ourselves, the enemy could try to wait until we’re on cooldown to attack and this will make sure that they have a harder time trying to work around our abilities.

If our Blade of Eternity runs out of uses or is on cooldown, we can swap it for a Frost Cape.


Gameplay Tips


In the Early Game, we want to help our Mid Lane clear as quickly as they can so we can roam to side lanes or enemy jungle with them. Starting with our S1 allows us to potentially harass the enemy laner in the process of clearing the wave with our Mage.

Our ganks aren’t the best since we don’t have hard CC but we can still easily pick up kills with our Mid if the enemy is overextending. If we decide to scout the enemy jungle, we will figure out which side they started on or even possibly steal a low HP camp or buff.

Knowing which side they started on lets our team know which lanes will most likely be ganked, or even let us set up a counter gank or invade. This makes it a lot harder for the enemy jungle to start snowballing since the best part of jungling is ambushing enemies but if we know they’re coming, it’s no longer an ambush.

Once we get our Ult, we can cleanse CC from ourselves and allies, which can make Assassins extremely dangerous because hard CC is the main counter to most Assassins.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for Abyssal Dragon, Dark Slayer, and towers. Chaugnar will be very tanky by this point and we will be able to protect our team very well with our Ult.

We have to watch our positioning more closely now because stopping an assassination attempt on an ally carry can be rather difficult if they’re not aware of themselves since we lack hard CC.

We can’t really engage freely either so we need to be able to foresee what our team’s intentions are so we can support them the best we can. Knowing who to be next to while cleansing CC will be our focus and we can actually deal a lot of damage if the opportunity presents itself.

Pressuring the backline can force the enemy to focus on us since we are actually a damage threat to carries if we can get close enough to S2, relieving pressure on our allies so they can safely deal more damage.

In the Late Game, both teams will be grouped as 4-5 players and fighting for Enraged Abyssal Dragon, Dark Slayer, and towers. Chaugnar will still be very tanky at this time and able to shine even more with everyone grouped together.

Being able to cleanse CC allows us to nullify many problematic scenarios for our allies, especially our Marksman. Us partnered with a Late Game Marksman who cannot be CC’d and has good positioning can single-handedly win entire team fights. Even though we don’t have hard CC, our slow still makes it harder for divers or assassins to get close to our allies.


PROS


  • Good harassment and survivability. Chaugnar’s first ability is great for harassing the enemy laners, since it has a huge area and is very easy to land.
  • He is very hard to gank since he has 2 ways of removing enemy crowd control, and it makes laning with him much easier. Chaos protection can help his teammates who are in trouble and save them from deadly situations, as long as it is used optimally to counter the enemy crowd control abilities.
  • He is generally pretty tanky and super annoying, so if the enemies focus him, that will allow his teammates to have a much easier time in team fights.
  • Unique Ult that nullifies CC
  • Good damage for a Support
  • Useful at all stages of the game

CONS


  • No sustain. Even though he is pretty tanky, he doesn’t have any sustain or healing ability, and that makes him vulnerable to enemy poke and harassment. One or two missteps can either result in death or being forced out of the lane.
  • No hard CC abilities. He lacks any form of hard crowd control skills, so that puts him at a disadvantage when compared to some other supports. Heavily reliant on the ultimate for team fights.
  • Hard to protect allies who position poorly
  • Poor ganking abilities

Additional Thoughts


Prioritize Energy Surge, this is your main poking ability which also removes any CC abilities on yourself. Take ultimate whenever you can.

Chaugnar can be played as both solo (DS lane) or in the lane with marksman. Early in the game,  poke the enemy heroes with Energy Surge, but do not expose yourself, since you don’t have much sustainability. Whenever possible, take down some of the jungle creeps with your lane partner in order to get level 4 asap. Also, coordinate with your teammates to take down the Abyssal Dragon. Be sure to watch out for the enemy jungler’s position, and beware of ganks. When you are about to attack the enemy, try to stack up two stacks of Shockwave before going in, as it will increase your burst potential by a lot. It will also allow your Energy Surge to be cast more often when chasing the enemy down. A general rule is: Get two stacks of shockwave, and then slow the enemy down with Energy Surge, run in, cast Shockwave as much as possible and do a follow-up Energy Surge as soon as it resets. As for the ultimate, use it to remove the CC effects from either yourself or your teammate. However, keep in mind that you can remove the CC effect from yourself with Energy Surge, so don’t waste the ultimate to free yourself unless you are 100% sure that your teammate won’t be needing it.

In the later stages of the game, your role is to slow down enemies and to cleanse your squishy teammates. Keep an eye out for those that might dive your carries and time your ultimate well to remove any crowd control effects from them. Also, use the energy surge to slow enemy assassins down, and make it as hard as possible for them to dive your back line. Try positioning yourself in such a manner that your body is protecting your back line from any dangerous skill shots That way you will make it much harder for enemies to take down your carries.


errol

A powerful skirmisher aiming to wrack havoc in enemy’s back-line, needing only a fraction of flanking opportunity…


A powerful skirmisher aiming to wrack havoc in enemy’s back-line, needing only a fraction of flanking opportunity. Combining his abilities will provide a triangle of damage, mobility, and sustainability. He is equally effective as a jungler or DS laner. Errol has a high probability of being targeted in team fights given his damage output, squishy nature, and susceptibility to crowd control effects.


Counters


Errol counters Tel’Annas, Yorn, Brunhilda, Natalya, etc.

Errol is countered by Aleister, Florentino, Murad, Keera, Ignis, etc.

Errol synergizes well with Zip, Alice, Lumburr, Maloch, Ignis, etc.


Arcanas And Enchantments


The most efficient Arcana for Errol would be:

  • Indomitable
  • Skewer
  • Guerrila

These Arcana provide us with Armor, HP, Attack Speed, Attack Damage, Armor Pierce, and Movement Speed.

Armor reduces how much damage we receive from attacks that are Physical Damage based. This helps our survivability greatly in lane since most Slayer Lane heroes are Physical Damage heroes and even helps throughout the game since most team compositions are composed of multiple Physical Damage dealers.

HP increases our durability, allowing us to sustain more damage before dying in a fight. Since we gain a lot of HP with Life Steal, it allows us to have even more room for all the HP we can steal.

Attack Speed increases our overall damage output with auto attacks and synergizes very well with our Passive Ability, making it a lot easier to get our enhanced ability and healing.

Attack Damage increases how much damage our auto-attacks and abilities deal. This is our main stat and will help us become a bigger threat towards the enemy team.

Armor Pierce lets us ignore some of the enemy’s armor, which will increase our burst damage further, especially against priority targets, while increasing our damage overall against all heroes.

Movement Speed helps us roam the map, escape from undesirable or losing battles, gank enemies for our allies and chase enemies better to continuously damage them or finish them off.

The Enchantments we should take on Errol would be:

  • (Red) Devourer — Bone Cutter — Desperate Duel
  • (Blue) Enhanced Restore — Gunslinger

Devourer restores our HP by 9% and Mana by 15% for each assist or kill we score, which works very well when combined with our Life Steal. Even though we’re not building tanky items, it will make it feel like we are, since we’ll be relatively difficult to kill.

Bone Cutter increases our Resistance by 10%. Resistance reduces the effects of CC on us from enemies, which will help a lot since if we get hard CC’d it can easily set us up to die.

Desperate Duel gives us stacks for each auto-attack or ability we land on an enemy hero. Each stack increases our Movement Speed and once we reach 10 stacks, which is the maximum amount we can have, we will gain Armor Pierce and recover some lost HP. This further increases our healing effects helps us deal with tankier foes a lot easier.

Enhanced Restore regenerates some of our HP and Mana instantly, which can surprise an enemy who thinks they’ve won a fight, allowing us to turn the tables on them. It’s also very useful throughout the game, especially the laning phase since our HP and Mana pool will be a lot smaller, making it easier to refill.

Gunslinger gives us stacks for each unique hero we kill and we start the game off with 1 stack. We can have up to 6 stacks, and each stack gives us 10 Attack Damage, for a total of 60 Attack Damage when our stacks are capped.


Item Build


A great build for Errol would be:

  1. Gilded Greaves
  2. Rankbreaker
  3. Omni Arms
  4. Hercules’ Madness
  5. Fenrir’s Tooth
  6. Blade of Eternity

If our Blade of Eternity goes on cooldown or runs out of uses, we can exchange it for Death Sickle instead..


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can and start off with our S2, just in case we need to trade blows with the enemy. We will be able to comfortably stack up our Passive Ability on minions and if they come close enough, we can S2 them and the minions, killing two birds with one stone.

Once we get our S1, we can easily engage on the enemy laner or escape from a fight by dashing away. Having our S1 will make scouting the enemy jungle or ganking enemy heroes much easier. If we get caught in the jungle we can dash away or over terrain, for a nice escape.

Once we help our allies in lane with ganks, they will have an easier time or we might even pick up some kills. If that’s not the case, finding out where the enemy jungler started or possibly stealing a low HP buff or camp from him will give our team a heads up on which side they will finish on so we can know which lane will most likely be ganked and which lanes are freer to play aggressively. Our team can also decide to counter gank or invade them as well once we’ve obtained this information.

In the Mid Game, both teams will be grouped as 3-5 players, and fighting for control of Abyssal Dragon, Dark Slayer, and towers. Errol will be at his strongest at this stage of the game, with many windows of strategy available to him.

We can split push to apply pressure in the side lanes, forcing multiple enemies to come to stop us if the enemy solo laner is not strong enough to do so, or even if they are, it gives us lane priority, allowing us to roam first while they respond to the wave we pushed to create 5v4 and 4v3 scenarios for our team. We can also go the team fighting route and focus on flanking to get to the backline.

We will be able to kill enemy carries very fast and dodge powerful abilities with our Ult if we didn’t need it to engage. We have to also be mindful of when we engage since we can die very fast if the enemy team still has all of their abilities, since we don’t have much defense ourselves.

In the Late Game, both teams will be grouped as 4-5 players, battling for towers, Dark Slayer, and Enraged Abyssal Dragon. Errol falls off a bit here because assassinating carries becomes harder and if we get focused in a team fight, we can die easily. We also lose our split pushing option, due to the extremely long death timers.

It becomes much riskier to do so, even if we know we won’t get caught out, our team might, which can set us up to lose the game. Our best is to be patient and wait for an opportunity to go for the enemy carries while protecting our ally carries from Assassins or divers.

Even if we die after killing an enemy carry, it’s actually worth it because they would be capable of doing more damage in the fight than we could, making their life worth more than ours at this stage of the game and will put our team in the position to close out and win the game.


PROS


  • Great Skirmisher. While Errol does suffer some armor/magic defense penalty from Berserk stacks, at the same time he is dishing out loads of damage, provides control potentially with all three skills, and have sustain that gets stronger with lower health. All this combined makes him extremely versatile with lots of playmaking potential as long as there are not too many enemies around.
  • Excellent Back-line engagement. Even with a slight flank-angle, with his ultimate Errol can easily engage the enemy back-line. This is especially potent in the meta of low mobility marksmen like Tel’Annas or Yorn.
  • Strong Wave/Jungle clear. A combination of good mobility and sustain, on top of the already great damage, Errol establishes himself as a great asset for the team. Whenever the enemy team focuses the attention on the other side of the map, take advantage by pushing your lane, or stealing the enemy jungle.
  • Great life steal effects
  • Good CC
  • Nice burst damage

CONS


  • Susceptible to crowd control. As a relatively squishy melee warrior/assassin, Errol is vulnerable to control effects and that is why Gilded Greaves is a mandatory item.
  • Life-steal is good only when on low health. This is somewhat compensated with Hercules’ Madness which will provide more toughness and damage, yielding more time for the life-steal to kick-in.
  • It can be targeted in team-fights. While being great in skirmishes, Errol is in a tricky position when there are multiple sources of damage and control. For this reason, it is best to wait for someone else to initiate fights and/or soak the first few skills.
  • Ult has a long start-up animation, allowing it to be canceled by CC
  • Passive Ability stacks can be hard to build up in losing battles
  • Not useful when behind in gold

Additional Thoughts


Boneshaver is a top priority pick for a few reasons. First, it is the only Skill Errol has to deal with targets at the distance. Second, not just because it has the strongest AD scaling but in combination with stacks from the passive (from which it scales as well (double-dip)), Boneshaver can produce some crazy levels of burst-damage.

Errol’s job in team fights is simple:

  • Lurk around in brushes, stay away from the sight and once the fighting started, use the Ultimate (Demon Claw) to engage the enemy backline (preferably low mobility squishy target). Because you engage with the ultimate during which you are untargetable and barely visible by other players, there is a high chance enemy player will ignore you, at least for a few seconds.
  • Try to land on top of the enemy and immediately follow-up with the Skill 1 while at the same time landing normal attacks for Berserk stacks.
  • Once 5 stacks are available, use Boneshaver to finish off the enemy. With good positioning, it is possible to hit several targets, which is going to help your team greatly.
  • Finally, help others in finishing off the enemy team. Important Note: In Arena of Valor Errol serves as engage-followup, which means you cast the ultimate onto the enemy back-line shortly after the initial engagement is completed. This ensures you are not the primary target and enables sneaking-up-to-the-enemy from the air.

airi

Her specialties include very high mobility and crowd control…


Her specialties include very high mobility and crowd control. Thanks to her Shadow skill, she is able to move around the battlefield with ease. This skill can be used for engaging, and also as an escape tool. Airi’s Spin skill and her ultimate are both great for crowd controlling enemies. Her ultimate also allows her to avoid enemies’ control abilities, as well as providing her with a nice boost to her survivability in the form of a damage shield. She can be played in the Slayer Lane.


Arcanas And Enchantments


An ideal Arcana setup for Airi would be:

  • Indomitable
  • Skewer
  • Guerrilla

These Arcana gives us Armor, HP, Attack Speed, Attack Damage, Armor Pierce, and Movement Speed.

The Armor reduces the amount of Physical Damage we receive, allowing us to survive against our most common priority target, the Marksman that much easier.

The HP increases how much damage we can take against all sources and helps a bit, especially since we’re a melee hero that has low defenses.

The Attack Speed increases the damage we deal with auto-attacks and synergizes nicely with our Passive Ability, letting us use our S1 even more frequently.

The Attack Damage increases the damage of our auto attacks and all of our abilities.

The Armor Pierce lets us partially ignore the enemies’ armor, increasing our burst damage even further with our auto attacks and abilities.

The Movement Speed lets us roam more efficiently, stick on enemies easier, and even synergizes nicely with our Ult’s Movement Speed buff.

A good Enchantment build for Airi would be:

  • (Red) Shadow Blade – Deadly Claw – Curse of Death
  • (Blue) Enhanced Restore – Gunslinger

Shadow Blade increases the damage of our auto attacks after dashing and each dash gives us a stack that makes the auto-attack stronger. We can have up to 3 stacks and Airi has 3 dashes, making it the perfect Enchantment for her and makes bursting down priority targets that much easier.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage will make all of our abilities and auto-attack stronger. The Ability Power isn’t useful for Airi but this Enchantment is still worth taking.

Curse of Death does bonus damage to enemy heroes that we hit 3 times in quick succession, then does even more bonus damage a couple of seconds afterward, all based off of our Attack Damage. We can easily activate this effect with Airi and it helps give her the additional burst she sometimes needs to secure a kill quickly.

Enhanced Restore recovers some HP and Mana instantly when we use it. This makes our Early Game even easier to survive and can sometimes surprise an enemy when you use it to near death, allowing you to possibly overcome them or escape. The Mana isn’t useful for Airi but it’s still a great Enchantment for her.

Gunslinger gives us a stack for each unique hero we kill, up to a total of 6 stacks, since we start the game off with 1 already. Each stack increases our Attack Damage by 10, for a total of 60 bonus Attack Damage. This increases our overall damage output.


Item Build


A wonderful item build for Airi would be:

  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Hercules’ Madness
  • Fenrir’s Tooth
  • Blade of Eternity

If your Blade of Eternity runs out of uses or is on cooldown, you can exchange it for Death Sickle.


Gameplay Tips


In the Early Game, you want to clear your lane as fast as you can so you can roam to Mid Lane to gank or to scout the enemy jungle to potentially steal a jungle camp, buff, or simply figure out where the enemy Jungler started. When we find out where the enemy Jungler started, our team can figure out their gank path so our allies are less likely to die to the first gank. However, it can be hard to push out first since Airi can’t beat most Warriors in a fight.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Dark Slayer, Abyssal Dragon, or towers. Airi will be at her strongest at this point, in regards to efficiency and all of her skills do AoE damage, allowing her to dish out a lot of damage in team fights or burst down priority targets. We can also choose to split push, not so much because we can outduel our laner but because we can escape from multiple targets with ease with our S2 and Ult. If left unchecked, we can get towers quickly, giving our team a nice map advantage and gold bonus.

In the Late Game, both teams will be grouped as 4-5 players and battling for Dark Slayer, Enraged Abyssal Dragon and towers. Airi falls off a bit here but she is still a great threat to enemy carries. If the opportunity presents itself, even if you die afterward, it’s worth killing the enemy Marksman if they are a Late Game Marksman, since they can do more damage than we can, giving our team a big advantage to win, even if we both die. If flanking proves too difficult, you can focus on protecting ally carries with your S1 and Ult.


PROS


  • Great burst damage. With her low cooldown abilities, Airi can easily dash in and during the stun duration of her Ultimate, she can easily assassinate a poor enemy ADC, MID or Support.
  • Elusive. Her Ninja looks are not just for show, Spin’s low cooldown and great cast animation, three Shadow charges and Ryuu’s CC immunity and extra movement speed make Airi almost uncatchable. If u combo this with her great burst damage, it makes Airi a great asset to any team.
  • Crowd control. With Spin’s low cooldown and it being able to hit more than one enemy, Ryuu’s AOE stun and slow make her crowd control better than most assassins. Even if you are unable to deal a huge amount of damage or kill an enemy, you should always be able to provide your team with a slow and a stun or two.

CONS


  • Weak defense. Airi is a lot of things but not a bruiser, even though her description says Warrior/Assasin you are mostly an assassin. You will very rarely build any defense items since Ryuu’s shield scales well from your AD modifier, and that is all the defense you need/have.
  • Hard to master. You should be able to pull some assassinations with Airi after the first few games, but to push her damage to the limit will require time. With Spin’s CD being reduced by auto-attacks, and Shadow charges CC dodging with Ryuu, you won’t know what to do first. It will take time for you to be able to do it all, but don’t be hard on yourself, the experience is all you need and the time will come when you can easily manipulate Airi the way you want.
  • Weak Early Game
  • Weak against most Warriors and Tanks
  • Falls off Late Game

Additional Thoughts


Airi is best suited for Dark Slayer lane and that’s why I prefer taking Execute. Focus on farming but whenever you cast Spin, try doing it in such a way it lands on an enemy champion. When committing to a fight, start engagement with Spin >> Shadow >> Autoattack >> Shadow >> Autoattack >> Spin >> Ryuu >> Autoattack and so on. You can even start the gank from the lane, you don’t need to flank or go from bushes, in that case, start with Spin first but the principle is pretty much the same. Airi is not really great at controlling objectives nor taking them by herself, either look for your team’s support for it or just like any other ninja, steal it. Keep harassing opponent until an opportunity presents itself to you, then commit to it and try to finish the target off (it is important not to be overly aggressive or trying to create opportunity where there is none, instead, look for enemy’s misstep and capitalize on it).

In Arena of Valor playing Airi in the team, fights can be done in a few ways. The best way is to assassinate enemy ADC or Mid laner, you should be able to go with the combo mentioned above, but still, keep your eyes open since when initiating combat you will be first to get hit, and as soon as you are in a solid position use Ryuu as that CC immunity and shield might prove essential. The other way would be to stay on the outskirts of the fight, poke with Spin and Shadow in and out a few times for even more poke, join your front line in engagement and proc Ryuu. In this position, you should be able to either shred enemy tanks or to shadow over them and go for the backline, which would depend on how the fight plays out. Usually going for the highest damage dealer is the most profitable solution.

Spin is the priority. If you get invaded or if u invade, Shadow might be a better choice at level 1, but after that max Spin.


annette

She is a support mage capable of dealing decent amount of damage while providing her team with buffs and heals…


She is a support mage capable of dealing decent amount of damage while providing her team with buffs and heals. Her Wind Cuffs skill can serve as nice crowd control, especially against diving enemies. Most importantly, her ultimate can make or break team fights, which makes Annette incredibly potent in the hands of a skilled player. Annete placement in arena of valor tier list can be found at the top of the page.

PROS

  • One of the most disruptive champions in the game.
  • Good damage, for a support champion.
  • One good Hurricane Wall can win the entire team fight.

CONS

  • One bad Hurricane Wall can lose you a game (for example pushing enemy champions outside of your ally ultimate, like Azzenka’s or Wisp and similar).
  • It is somewhat difficult to land good Wind Cuffs, especially once Annette is more popular and more people know how to position to avoid it.
  • When using her ultimate to save an ally or disrupt enemy team, Annette puts herself in a very dangerous position, yes it is outside of melee champion reach, but range ones can still attack her.

Gust Force is the top pick, it has great damage and its AoE damage is not something to ignore at any stage of the game.

If the jungler is starting on the side you and marksman are positioned, go there and help him with the 1st ability and move away immediately (We don’t want to take EXP away from the jungler). When you are back in lane, start zoning enemies, use the fact that Gust Force is dealing huge damage. Once Wind Cuff is available, have it ready in case the enemy decides to ignore your 1st skill, in that case, use 2nd ability to lock them down for the entirety of Gust Force duration, this will certainly push the fight into your advantage. Once you reach LVL 4 you have two options, either play safe and have ultimate ready to protect your marksman, or wait for your jungler’s aid, use ultimate to position yourself in between two enemy champions, Hurricane Wall will split them apart enabling your jungler/marksman to deal with only one champion. Other than that, roam between mid-lane and your marksman and assist those in need.

At this stage of the game, the enemy must be aware of you and what Annette can do. Use Gust Force at every opportunity you have to deal damage. In team fights Wind Cuffs become emergency measures, save it in case ally’s bad positioning and try to punish those who engage upon him. Hurricane Wall is especially important in team fights and the moment you decide to use it will have huge importance. A safer option would be when the enemy tries to engage upon your damage dealer and you using it as a means of protection. If you opt for a more playmaking style than you can use the ultimate to split enemy team apart and let your team deal with only a few enemies. However, this will put you in a very dangerous position and the chances you are going to pay with your hero’s life are very high, but then again reward can be great. At times when your team is engaging Drake or Dark Slayer, aside from helping with damage, you can effectively use Hurricane Wall to prevent the enemy team from reaching the objective and challenging it.


brunhilda

Siege-master and marksman, Brunhilda is a well-rounded marksman with strong movement…


Brunhilda gameplay

Siege-master and marksman, Brunhilda is a well-rounded marksman with strong movement, ability to strip the enemy heroes of their armor, add a shield to herself and finally transform into the long-range artillery that poses threat to everyone in a huge radius around her. If her team focuses on creating Siege scenarios, there aren’t many heroes better suited for the job.

PROS

  • High mobility. Skill 1 has somewhat low cooldown while providing a large boost to the movement speed, which makes Brunhilda exceptionally good at traversing the map and engaging the skirmishes.
  • Tough for a marksman. The combination of Skill 2 shield and the defensive stats gained from the ultimate, makes Brunhilda one of the toughest marksman around.
  • Long-range/AoE damage while under the effect of the ultimate. Because of this Brunhilda is extremely effective when sieging the enemy, or protecting the allied tower.

CONS

  • For the duration of ultimate, she is stationary. This makes her vulnerable against multiple enemies diving in on her, or decide to use powerful control abilities.
  • Highly mobile teams. When both, ally and enemy, teams are very mobile, it becomes a problem for Brunhilda. It means the location of the team fight can easily shift so much that she is unable to attack unless removing the ultimate and move out.
  • Removing the ultimate is somewhat slow. Especially if the skill 1 is still on cooldown (it is rare, but it happens).

Start the game by picking Skill 2 and before the minions’ spawn, go with the jungler to plant one mine at the monster he is going to take first. As soon as you plant the mine, attack small creep next to your lane. While in lane place one mine on the side. Linger around that mine while clearing wave. That mine serves the purpose of deterring the enemy from diving you. If, however,  they decide to do so, cast another Sentry when the shield from the first one disappears, while retreating and attacking at the same time.

Be efficient with Sentries. It provides way more than most of the arena of valor skills. Always have one on the ground and one ready to use at moment notice. Before level 4 the prime goals are safety and experience. Once level 4, increase aggression. Make sure to punish enemies whenever they get close enough. Plan ahead where do you ‘l be when using the ultimate, and place Sentry just in front of that location. We do this in order for skill 2 to be available again while we are stationary. Don’t save the ultimate cooldown, it is fairly short and last long. Use it to push the enemy toward their tower, which creates a condition for the siege situation. Exploit the range by standing in the brush and attacking the enemy (for the duration of the ultimate).

Brunhilda is largely dependant on her team. They provide protection and control while she is dishing out loads of damage. As with every other marksman, play around her maximum range. While moving with the team keep placing Sentries on the flank where enemies can come from. Make sure to use the zoning effect of your ultimate. For example, if opponents are trying to take Dragon/Dark Slayer, place mine near you and once in range, turn on the ultimate. Brunhilda is strong at contesting objectives. However, if you decide to do so, make sure to have allies close enough, otherwise, the opposition will end you. Similar tactic applies for Towers, basically position yourself such that allies are an active barrier in between you and your targets, while you dish out damage from afar. Have skill 1 cooldown ready in case you are being engaged upon. If the particular enemy is stronger than you, hit Skill 2 (Sentry) to slow down the enemy and give you a shield, then Skill 1 and run away. However, if you are stronger then him, just plant the sentry and continue attacking (remember, you do have an increased armor/magic defense).


cresht

A juggernaut, a mobile fortress, there are very few, if any, champion that can be described like this…


A juggernaut, a mobile fortress, there are very few, if any, champion that can be described like this. Cresht will not win the laning phase by himself, but in combination with marksman and/or jungler, the situation takes a dramatic turn. In his regular form, Cresht is more of a support champion and relatively useful at that. However, once ultimate is used options open up, absorbing entire enemy team firepower, taking shots from the tower and so on. Being able to increase his own tankiness on demand is one of the major strengths of this hero. Find Cresht place in AoV tier list at the top of this page.


Arcanas And Enchantments


A nice Arcana setup for Cresht would be:

  • Valiance
  • Indomitable
  • Benevolence

Valiance gives us Cooldown Reduction and HP. The Cooldown Reduction allows us to use our abilities more, which will help us gain rage faster so we can Ult more, and also helps us protect our allies more often. HP makes us more durable against all forms of damage.

Indomitable increases our Armor, HP, and Attack Speed. The armor reduces physical damage from enemies, allowing us to survive longer against Marksman and other heroes that use physical damage. HP makes us tankier overall. Attack Speed lets us do more damage with our auto attacks and it synergizes nicely with our Passive Ability since we can attack faster and gain more rage.

Benevolence increases our HP Regen, HP, and Movement Speed. HP Regen allows us to restore HP faster so we can fight more often and stay healthier after fights. HP helps us endure against all damage sources, which allows us to protect our allies better. Movement Speed allows us to roam more efficiently, escape enemies easier, or even pursue targets faster.

An awesome Enchantment build for Cresht would be:

  • (Green) River Treader – Regrowth – Explosive Shield
  • (Red) Devourer
  • (Blue) Arcane Whisper

River Treader increases our HP and MP Regen and Movement Speed when we’re in the river. This is great because we spend a lot of time in the river when roaming and even fighting for neutral objectives like Spirit Sentinel, Abyssal Dragon, Dark Slayer, and Enraged Abyssal Dragon. We’ll be able to get around faster and heal up without having to recall after a fight better than if we didn’t have this Enchantment.

Regrowth increases our shielding and healing capabilities. This works well with our S2 since it gives a shield to himself and everyone nearby. If we take the Heal Talent, it will make that even better as well. Also, it makes the healing from Explosive Shield even more effective.

Explosive Shield gives us a stack each time we take damage and once it reaches max stacks, there will be an explosion around yourself that stuns the enemy, dispels all CC, and heals you. Since our Ult allows us to tank more than most, we will be in the frontline and taking a ton of damage.

Devourer makes it so we get HP and Mana from each kill or assist we get. Cresht doesn’t use Mana but the HP we get is more than enough to make this Enchantment worth using, especially since we’ll be taking a lot of damage.

Arcane Whisper increases our Talent Cooldown Reduction so we’ll be able to use our Heal Talent more often or Flicker so we can make plays with our Ult or Flicker away to safety more frequently.


Item Build


An ideal build for Cresht would be:

  • Mother Earth Barrier
  • Gilded Greaves
  • The Aegis
  • Gaia’s Standard
  • Mail of Pain
  • Blade of Eternity

If we’re against multiple enemies who have a lot of CC, we can take Mother Earth Cleansing instead since that dispels CC.

If we’re against enemies who have access to stealth or invisibility, e.g Krizzix, Keera, Quillen, etc. we can take Mother Earth Magic Eye to reveal their whereabouts even when they’re invisible if they’re nearby.


Gameplay Tips


In the Early Game, we’ll want to help Mid clear their lane so we can roam together and help our side lanes the best we can. Another option would be to check the enemy Jungle to disrupt them or simply find their location so we can know their gank timing and pathing. Clearing minions and ganking will also help us gain rage in advance so as soon as we hit level 4, we’ll be ready to Ult. At level 4, Cresht can even out damage some carries, while still being extremely tanky, which is very threatening…

In the Mid Game, since both teams will be grouped as 3-5 players, fighting for control of towers, Dark Slayer, and Abyssal Dragon. All of our skills have AoE effects, which makes us very effective in these situations. When Cresht is under the effect of his Ult, he becomes a threat against the more fragile targets, even as a Support and becomes an annoyance since it’s inefficient for the enemy team to use all of their skills on him, since he’s the tank. However, that’s exactly what we want to force the enemy team to do because that increases the safety of all of our allies and makes winning fights easier, putting you closer to victory.

In the Late Game, both teams will usually be grouped as 4-5 players, fighting for control of Enraged Abyssal Dragon, Dark Slayer, and towers. Cresht isn’t really much of a threat to the fragile enemies at this point of the game but he is still extremely tanky and hard to kill under the effects of his Ult. It becomes better to use the Ult to protect your fragile carries, rather than engage since your damage isn’t as threatening anymore. Engaging would only be more beneficial if your team is in a winning position, then engaging can help your team close out the game and win.


PROS


  • Super tanky, with Metamorphosis he becomes almost impossible to kill. That’s why you need defensive items, to boost it even further. Get items according to the enemy’s team composition (more mages – more magic defense instead of physical).
  • Good at supporting allies. Protect them directly with Aquatic Shield and use Typhoon to knock the enemies away from them or towards them for the kill.
  • When you use Metamorphosis you become good at controlling enemies since your passive gives you 50% slow each time you use the ability.
  • Extremely powerful Ult, especially in the Early Game.
  • Good in dive and anti-dive comps Good mobility with S2

CONS


  • Metamorphosis requires a full rage bar, so you need to be aware of when to use it to maximize the effectiveness.
  • Some of his strengths are geographically limited, more specifically – on top of the tidal wave.
  • Can’t do much in team fights without Ult.
  • Can’t use hard CC when under the effects of Ult

Additional Thoughts


Played as tank/support, Cresht is there to protect allies and be their front line. Early-game, when you are without Metamorphosis, use Aquatic Shield to engage and then Typhoon for some cc and damage, then fall back. Your primary goal, besides tanking, is protecting your weaker allies. Rush to the aid of your allies with Aquatic Shield to boost their health and you can push the enemy away with Typhoon. With Metamorphosis ON, you become a fighting fortress and a beacon of slowing effects thanks to Cresht’s passive, while at the same time Aquatic Shield changes from defensive to more of an offensive tool used for engaging. In lanes always stay close to the weaker ally to give them a hand if needed. During, and even more importantly before team fights, plan your actions and play according to the accumulated Rage. Be careful in picking the moment you use the ultimate. You want your team to be ready to engage and use it in the most disruptive way you can, for the enemy team.


elsu

Insane range, great burst, very good mobility, and great vision…


Elsu is a Marksman that has some of the longest range abilities in the game, allowing him to deal damage to enemies without fear of retaliation or finish off low HP enemies who are too far away for anyone else to reach. He can be played in the Abyssal Dragon Lane.

Insane range, great burst, very good mobility, and great vision. Everything mentioned is packed withing Elsu’s skill set at the cost of being immovable during, and less than second after the Snipe. So yes, Elsu has flaws, but with clever positioning and proper planning, you can enhance strengths and hide your weaknesses, or at least bring them down to a minimum.


Skills

Passive Ability: Elsu’s normal attacks do 180% damage based off of his attack damage instead of 100% like most other Marksman. However, every time he auto attacks in succession, he will attack slower than the previous attack. When he’s not in combat and near any terrain, his movement speed increases and he goes into a semi-stealth state.

Also, he cannot hit critically and critical chance increases his attack damage.

Skill 1: Elsu puts down a device that allows him to obtain vision in a circular area around the device. This device can last for up to several minutes. If the enemy stands on the device for about 3 seconds, it will be destroyed. Enemies who are attacked within the vicinity of the device will take additional damage. The passive effect of this ability is when Elsu is not moving, he gains stacks that increase his armor pierce, stacking up to 5 times, potentially giving up 60% additional armor pierce, which is ridiculously powerful. It also provides Elsu with a slight HP regeneration bonus and makes it extremely hard for enemies to gank Elsu, when he has a device in enemy gank paths.

Skill 2: Elsu charges up a bullet to snipe enemies that has an extremely high range and does massive damage, while slowing enemies briefly upon impact. This ability can have up to 3 charges, meaning you can shoot up to 3 bullets without being effected by cooldowns as long as you have the charges beforehand. This is the most important skill for Elsu, especially since it gives him the potential to kill enemy Marksman in lane without them even getting close enough to hit him once. Having good aim with this ability, is the key to having success with Elsu.

Ultimate Ability: Elsu shoots a bullet that knocks him back and slows the enemy down a bit, while giving himself a slight movement speed increase. This ability is extremely helpful when a melee enemy gets too close or Elsu needs an escape out of a dangerous situation.


Arcanas and Enchantments


A wonderful arcana setup for Elsu would be Atrocity, Skewer and Guerrila.

Atrocity gives you bonus critical chance. However, since Elsu cannot do critical damage, the 16% critical chance will turn into 48 attack damage, which is going to make your S2, ulti, and auto attacks do significantly more damage.

Skewer gives you attack damage and armor penetration. The extra attack damage gives you another damage boost and the penetration synergizes well with your passive from S1, making you even deadlier against enemies with lower armor.

Guerrila gives you attack speed and movement speed. The attack speed helps a lot, especially since your attacks become slower the more you use them in short succession. The attack speed is also extremely beneficial and allows you to scout enemy territory even faster when combined with the movement speed bonus from your Passive Ability.

The ideal Enchantment build for Elsu would be:

  • (Blue) Enhanced Restore – Gunslinger – Endless Cycle
  • (Red) Raging Inferno – Deadly Claw

Enhanced Restore allows you to restore your HP and Mana by a decent amount, which is extremely helpful in the laning phase for extra survivability. Elsu relies a lot on his abilities to damage the enemy so Mana is very important as well.

Gunslinger gives you additional attack damage for each unique hero you kill, stacking up to several times, which will greatly increase your damage.

Endless Cycle allows you to revive immediately after death up to twice per game, which is very useful, especially for a fragile Marksman such as Elsu. In teamfights, the enemy will usually prioritize killing you and this gives you another chance to make the impact towards victory. It can also be used offensively and you can make super aggressive plays, knowing that if it doesn’t work out, you can revive quickly and help out your team.


Item Build


The ideal item build for Elsu would be War Boots – Fafnir’s Talon – Muramasa – Bow of Slaughter – Fenrir’s Tooth – Blade of Eternity.

If you need an alternate final item if Blade of Eternity runs out of uses or is on cooldown, you can purchase a Death Sickle.


Gameplay Tips


In the Early Game, Elsu is extremely powerful, especially since his S2 does about 30% of the enemy Marksman HP as early as level 1, which is amazing. You can harass the enemy extremely well with your S2 and set up your S1 in the river bushes to ensure your safety against enemy ganks. Catching the enemy Marksman by surprise using your stealth can even set up a nice first blood for you if you land S2, auto attack a few times and land another S2, making Elsu once of the strongest Marksman in lane.

In the Mid Game, both teams are usually grouped as 3-5 players. Elsu is at his peak and will be able to help his team siege towers by continuously poking enemies with his S2 when they are trying to defend the tower. It also makes taking neutral objectives a lot easier for your team by providing vision on the area with your S1 ahead of time and using S2 on anyone who’s nearby or trying to take the Dark Slayer or Abyssal Dragon.

In the Late Game, each team is grouped as 4-5 players usually trying to get the Enraged Abyssal Dragon, Dark Slayer or towers. Elsu falls off at this point of the game and his S2 isn’t as efficient damage wise against tanky enemies. Also his damage output cannot match enemy Marksman that excel in the Late Game. However, landing the S2 on a low armor enemy will still do a lot of damage and even if the damage isn’t as impactful as it was in the earlier stages, it’s still helpful towards claiming victory for your team. If a melee enemy ever tries to kill you or gets too close, using your ultimate can help your survive longer or even get you out of these situations completely.


PROS


  • Extremely powerful Early Game due to S2.
  • Very safe laning phase due to S1.
  • S1 helps defend jungle, invade jungle, keep an eye on neutral objectives or watch out for ganks, making it extremely versatile.
  • Exceptional range and burst. Snipe ability can reach targets up to 2400 units away. This is invaluable in every aspect of the game, and what it does is force the enemy to either constantly dodge your shots, or to engage you as soon as possible. 1st ability passive provides a bunch of armor penetration enabling Elsu to decimate even high armored champions.
  • High movement speed and ability to sneak. In true sniper fashion, Elsu can camouflage himself near obstacles, and when the enemy becomes aware of his position, he can zip across the map and quickly change position, reentering stealth again.
  • Vision. Having the ability to place 3 Sentinels on the ground and retain vision on that area is at this moment unique ability. This have so much utility, it is hard to keep track of all the situations in which it can be used. One of, if not, the most important utility is ganking prevention.

CONS


  • Exposed while using Snipe. Elsu becomes immovable for the duration of Snipe and a little bit after. This opens up all sorts of opportunities for the enemy team, like Grakk can easily pull him, Airi’s long-range stun, some assassin dive and so on. Elsu must shoot from stealth, otherwise, he risks too much.
  • The time before combat starts is when Elsu is most effective, and your team should provide you as much of it as possible. However, a typical scenario is you start to poke and impatient allies are jumping to engage, pushing the conflict to the stage where Elsu is not bad, but it’s not at his best.
  • Tremendously reliant on positioning and planning. Like with real-life snipers, playing Elsu requires planning, positioning, and coordination with the team. Neglect any of it, or make a bad judgment call and the game will go haywire for you.
  • Falls off in the Late Game.
  • Hard to land S2.

Additional Thoughts


At level 1 take Sentinel and then level up Snipe as a priority. As soon as the game starts, go to the important location near, or inside, the river and place Sentinels there. Let them act as gank prevention for you and the middle lane. Go to your lane and move close to some wall that is beyond enemy vision, but still in range for you to Snipe minions or harasses opponents. When moving through the jungle or repositioning, make sure to enter stealth and hug the wall while doing so. Rest of the time you stay back, far back, poke and harass whenever you can, but remember to stay in stealth when sniping so the enemy won’t see the laser sights and won’t know when to dodge the shot.

Your role here is pretty much the same, stay back, poke, harass and try to aim for squishy champions, like enemy marksman or assassin. Don’t be afraid to use Disengage to add a bit more to your burst potential. One slightly more different thing from laning phase and from other champions, in general, is the need to place those wards/Sentinels. In an early game that was not of a big issue, however, later on, it is very dangerous to move in the jungle without team escort, and team should escort you to place Sentinels to, for example, surround the Dark Slayer pit, or Dragon pit, or any objective you plan on taking. So, on one hand, you need to stay back and poke from a great distance, on the other hand, you must be up there with front-line champions when moving through the jungle. This cannot be thought in one guide, it will require some practice and experience with the champion.


enzo

A medium attack range assassin, Enzo poses a threat for every marksman that relies on kiting or feeling safe at the distance…


A medium attack range assassin, Enzo poses a threat for every marksman that relies on kiting or feeling safe at the distance. Enzo has strong jungle clear speed, that goes through the roof once he gets to level 4 and gains access to his ultimate. While he is good in solo situations, his true strength are skirmishes and the ability to toss around enemy targets, while dishing out good amount of damage. Use filters to see Enzo’s place in arena of valor tier list.


Arcanas And Enchantments


An excellent Arcana build for Enzo would be:

  • Onslaught
  • Guerrilla
  • Skewer

 These arcana give us Attack Damage, Armor Pierce, Attack Speed, and Movement Speed

The Attack Damage increases the damage of our S2, Ult, and auto-attacks, which helps us clear our jungle camps and minion waves faster. It also helps us kill enemies easier since our damage output will be higher for all of our damaging skills.

The Armor Pierce lets us ignore the enemy defenses partially and it increases our burst damage, making assassinations efficient. Since priority targets often have low Armor, being able to penetrate most of it makes getting rid of them that much easier.

The Attack Speed lets us attack faster which makes our auto-attack damage output higher. Since we rely on auto attacks to deal the majority of our damage, this is extremely useful for Enzo.

Movement Speed helps us clear our jungle quicker so we can hit level 4 even faster. It also lets us roam around the map quicker, which lets us gank more lanes to help all of our allies get ahead of their opponents. We will also be able to stick on enemies easier with our auto attacks or even run away faster if we’re in trouble.

A wonderful Enchantment build for Enzo would be:

  • (Red) Raging Inferno – Deadly Claw – Desperate Duel
  • (Blue) Enhanced Restore – Gunslinger

Raging Inferno does bonus damage based off of our Attack Damage, which can increase our burst damage or even finish off enemies with low HP trying to escape.

Deadly Claw increases our Attack Damage and this will increase the damage of our S2, Ult, and auto-attacks, which makes us even more threatening towards the enemy.

Desperate Duel gives us stacks with each auto-attack or ability we land on an enemy hero. The stacks increase our Movement Speed and when we reach 10 stacks, which is the maximum, we restore HP partially, and get increased Armor Pierce. This makes Enzo not only great at bursting fragile heroes with ease but it allows him to continuously battle against tankier enemies. Restoring HP can help us in a pinch and can make the difference for us in a team fight.

Enhanced Restore allows us to regain some of our HP and Mana immediately, which is very useful in the Early Game. It allows us to continuously gank and farm without needing to recall as often and can even turn the tide of a fight by surprising the enemy with a small burst of bonus HP restoration.

Gunslinger gives us 1 stack, which is worth 10 Attack Damage and for each unique hero we kill, we get a stack, for a cap of 6 stacks. This helps us become even stronger and can aid our snowballing if we’re far ahead.


Item Build


A great item build for Enzo would be:

  • Soulreaver
  • War Boots
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If our Blade of Eternity has run out of uses or is on cooldown, we can exchange it for Death Sickle.


Gameplay Tips


In the Early Game, we actually have three options when it comes to clearing our jungle since we have great ganking potential as early as level 1. We can either do the default route, which is clear both sides of our jungle so we can hit level 4 as fast as we can. The second route would be to clear our first buff, then run into the enemy jungle on the opposite side to take their buff or even challenge them for it since we’re stronger than most junglers at level 2. The final route would be to clear one side of our jungle then gank a lane. This can catch a lot of people off guard because most junglers do not gank until they’re at least level 4. Once we decide which route we’re going to take, we can continue to gank for our allies in order to prepare to fight for the Spirit Sentinel and Abyssal Dragon. If we can get our team ahead or even badly hurt the enemy laners, it makes taking these neutral objectives even easier. The gold, global gold, EXP, global EXP, and buffs our team will receive will put us even further ahead, allowing us to dominate the enemies in battle and potentially snowball into the Mid Game.

In the Mid Game, both teams will be grouped as 3-5 players fighting for control of towers, Abyssal Dragon, and Dark Slayer. Enzo is at his strongest in regards to efficiency and his CC and damage reduction makes him dangerous even in team fights. If he lands his S2 on a priority target, it allows him to engage for his team, which is already unique for an Assassin. Once Enzo gets a kill or assist, he becomes stronger and faster, making him even harder to stop once an enemy has fallen by his hands.

In the Late Game both teams will usually be grouped as 4-5 players fighting for towers, Dark Slayer, and Enraged Abyssal Dragon. Enzo falls off here but is still a great threat due to his S2. He can use it to protect his ally carries or wait for a good flank opportunity to pick off an enemy carry. It becomes much more dangerous for him since he is still fragile himself but needs to get close to fight. However, capitalizing off of a good opportunity can easily bring your team to a win.


PROS


  • Gank potential. The ability to stick to the target and throw it behind himself is one of the best ganking tools available. Also, the range of skill 2 can be safely extended if cast from the safety of the brush.
  • Ability to stick to the target. With Judgment/Decapitate combo Enzo is able to close the distance multiple times, enhanced by the mobility of Amputate as well as its slow-effect and speed increase. It is extremely difficult to escape from Enzo once he gets a hold of the target with his skill 2. On top of everything, his attack range is fairly large, somewhere between melee and the range.
  • Steam-roll the fight. The moment he manages to execute the first target, the cooldown of Judgment gets reduced enabling Enzo to lock the next target and repeat the process again.

CONS


  • Weak against bruisers and tanks. At least until he builds Muramasa, Enzo’s damage on at least decently armored characters is negligible.
  • Susceptible to control. Enzo’s playstyle implies dancing at the edge of his (medium) range while being somewhat squishy. It takes only a few seconds for most heroes to kill Enzo, so if he gets controlled for at least a moderate amount of time, it is the end for him.
  • Unclear Judgment interface. Generally, it is unclear visually at what range you can throw the target or use the ultimate. It might be said that this is the part of the character difficulty, but from my point of view, this just creates an artificial gameplay obstacle, of which I am not a fan of (it is possible that I got spoiled with years of good technical solutions and simply there isn’t one for this).

Additional Thoughts


Note: be careful when using Judgment on jungle creeps, especially with Amputate buff, because it can lead to unwanted resets.

The recommendation is to use Amputate before Judgment and not to use the second stage of Judgment (unless it’s going to finish off the target). Start the jungle from the opposite side of Dragon lane, and work your way to the other side. Pay special attention to the enemy mid lane, and punish if he overextends, try creating an advantage for your team-mate. However, don’t linger and/or leach his experience, instead proceed with clearing the rest of the jungle. Once your jungle is cleared and you are level 4, gank DS lane and depending on the success, prepare to take down the Dragon. After that, pay more attention to the strategic element of the game and the team fights.

During the late game, Enzo’s job is simple but dangerous. Lurk in the brushes (outside of enemy sight) in preparation for the fight and wait for the initiation. Wait until the enemy team uses their main control abilities and then charge-up and land Judgment onto the squishy target, immediately followed by the ultimate and normal attack. Use Amputate to take you away from the rest of the enemy team, use Judgment second time to pull the target behind you and again normal attack.

Use ultimate for the second time and again normal attack. This combo should be executed within a very few seconds, it packs a lot of burst and should take you to the safe distance, at least as safe as it can be. It is important to practice this champion a lot because it is not possible to always create skill combos, so quick thinking, good reflexes, and knowledge of the hero are all essential in order to be an effective AoV Enzo player.


fennik

A long-range objective oriented marksman, Fennik can be extremely dangerous when ahead of his enemies.


Fennik gameplay

Fennik’s philosophy is quite simple, the more rich people there are – the more targets to steal from. He is a Marksman type hero suitable for Jungle and Dragon lane. He is very good at poking and securing objectives, but like most other marksmen, he is fairly squishy.

A long-range objective oriented marksman, Fennik can be extremely dangerous when ahead of his enemies. The ability to mark the objective (tower, dragon, dark slayer) and destroy it very quickly, is something everyone should be mindful of. The one big problem Fennik has is a lack of early game impact, and considering the importance of that game aspect in Arena of Valor, this comes as his major downside.


Skills


Fennik’s passive, Hidden Weapons allows him to deal bonus physical damage with every third normal attack. This damage will hit his target and all nearby enemies (including buildings). This skill is very useful for pushing the lane and fast clearing the jungle. Thief’s Mark allows Fennik to mark an enemy (or a structure). While the target is marked, all of Fennik’s attacks will trigger the damage from his passive, and after a few seconds, mark will explode, dealing additional damage and stunning the target. This is Fennik’s most important skill, and using it, he can deal incredible amounts of damage.

With Rolling Thunder, Fennik can roll in the targeted direction, leaving a trail of lightning behind him. This lightning will deal damage and slow any enemy that passes through it. This ability is great for repositioning during team fights, chasing the targets that are running away, or escaping sticky situations.

Fennik’s ultimate, Chain Hammer Cyclone, lets him throw a flail in the specified direction. This flail will deal damage in the targeted area. While it is active, Fennik can use the ultimate again to pull the flail to himself and slow all of the affected enemies in the process. This ability is amazing for team fights and objective control since it lets Fenik zone or split up his opponents.


Arcanas and Enchantments


  • For the Red Arcanas you can go with Blitz (Attack Speed +1.6%, Critical Chance +0.5%) or Rampage (Critical Damage +3.6%, Critical Chance +0.7%). These are commonly used for most marksmen.
  • For the Green Arcanas you should take Skewer (Attack +0.9, Armor Penetration +6.4).
  • In the Blue Arcana slots you should place Guerrilla (Attack Speed +1%, Movement Speed +1%) or Reave (Life Steal +1.6%). You can even place a mix of these Arcanas if you prefer.
  • As for the enchantments, you should go with Raging Inferno/Deadly Claw/Curse of Death. These will maximize Fennik’s burst damage potential and allow you to carry the game.

Item Build


If you play as Jungler, you should go with Whispering Wind as your first item. Get the boots after that, preferably War Boots or Gilded Greaves if the enemy team has two or more mages or some heavy crowd control heroes. For your third item, you should pick Rankbreaker. This will grant you significant increase to your damage, and it complements Fennik’s skillset nicely. Next, you should go with Claves Sancti. For the fifth item you should pick either Bow of Slaughter, Fenrir’s Tooth or Muramasa if the enemy has some tanky heroes. Lastly, you can get Blade of Eternity, which will allow you to revive after death. If you are playing in a lane, you can pick Claves Sancti or The Beast as your first item and then follow the list as mentioned above.


Gameplay Tips


If you are jungling, early in the game, you should focus on fast clearing the jungle and quickly hitting level four. After that, you should look for the opportunity to gank a lane or secure an objective. Pay attention to whenever the enemy jungler shows up, and use that information to your advantage. It is essential to communicate with your team and be on the same page. If you are laning, you should poke your lane opponent with Thief’s Mark as much as possible. You can use Rolling Thunder to escape enemy ganks or reposition yourself while fighting. If you use your mobility to your advantage, you should win most of the duels easily.

During the team fights, you should use your ultimate to split the enemy team, which should allow your teammates to make a quick work of the enemies caught on the wrong side of your ulti. You can also use it to zone the enemy team while your team is securing an objective. Other than that, try your best to assassinate enemy carries, which shouldn’t be too difficult as long as you aren’t falling behind.


PROS


  • Good mobility. Fennik’s Rolling Thunder allows him to be nimble and mobile during team fights and skirmishes, and it also lets him escape dangerous situations with ease.
  • Great burst damage. With Thief’s Mark, Fennik can deliver insane amounts of burst damage and easily defeat most other heroes in 1v1 duels.
  • Great zoning potential. Fennik’s ultimate is amazing for zoning the enemy team and allowing you to either split them up or secure the objectives.

CONS


  • Very squishy. Like most other marksmen, Fennik is extremely squishy. If you are careless with your Rolling Thunder usage, the enemies will be able to capitalize on it and make quick work of you.
  • Extremely reliant on his cooldowns. Thief’s Mark is Fennik’s main source of damage, and it allows him to deliver insane amounts of burst damage. However, whenever it is on cooldown, Fennik’s damage drastically decreases, and the enemies will easily be able to take advantage of it.

ignis

He is one of the mages with continuous damage output and great wave clearing abilities…


This old-timer still has a few tricks up his sleeve. He is one of the mages with continuous damage output and great wave clearing abilities. He also has good sustain and some crowd control, but his main flaws are mana and the lack of burst damage. In team fights, he can provide a lot of zoning for his back line, thanks to his AoE abilities. These also allow him to clear waves very effectively, which is great when defending against the enemy siege.


Arcanas And Enchantments


An excellent Arcana setup for Ignis would be:

  • Flurry
  • Violate
  • Benevolence

The Ability Power increases the damage of all of our abilities, allowing us to deal more damage to enemies and clear minion waves quicker so we can roam more often, which is perfect for Ignis.

Magic Pierce allows us to ignore some of the enemy’s Magic Defense so our burst damage will be even higher against priority targets since they usually don’t build defensive items.

The HP Regeneration restores our HP faster so we won’t have to recall as often after a battle, allowing us more time to farm.

The Movement Speed allows us to roam more efficiently, kite enemies better, and escape dangerous situations. It also synergizes nicely with the Movement Speed buff from our S1.

The ideal Enchantments for Ignis would be:

  • (Yellow) Mana Refill – Holy Verdict – Sacred Protection
  • (Blue) Enhanced Restore
  • (Red) Raging Inferno

Mana Refill restores part of our Mana whenever we hit an enemy hero with an auto-attack or ability. It has a relatively short cooldown, allowing us to keep restoring our Mana without needing to recall and we use a lot of Mana with Ignis’ abilities.

Holy Verdict increases our Magic Pierce, increasing our burst damage even further by allowing us to penetrate the enemies’ Magic Defense. It also helps us deal more damage against tankier enemies as well.

Sacred Protection gives us a shield, bonus magic life steal, and Movement Speed when we take a large amount of damage in a small time frame. This works very well with Ignis allowing him to sustain more damage than most mages could while still being a damage threat with good CC.

Enhanced Restore allows us to restore a part of our HP and Mana immediately and is very powerful during the early stages of the game. The laning phase becomes a lot easier to survive, giving us time to farm and scale into the Mid Game where we shine.

Raging Inferno deals bonus damage based off of our Ability Power to enemy heroes when we hit them with an auto-attack or ability.


Item Build


A great item build for Ignis would be:

  • Gilded Greaves
  • Berith’s Agony
  • Frosty’s Revenge
  • Rhea’s Blessing
  • Holy of Holies
  • Hecate’s Diadem

If the enemy team has heroes that have major restorative effects, you can swap your Frosty’s Revenge for Tome of Reaper to cut their regeneration effects.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can so we can begin roaming to gank side lanes. If a gank opportunity is not present, we can opt to scout the enemy jungle to figure out where they started or even potentially steal a low HP camp or buff away from the Jungler. Figuring out where they started allows your team to be prepared for their first gank or even set up countermeasures in advance. If we manage to steal a camp or buff away it will set the jungler back and interrupt them from hitting level 4 on time. The CC  effects from our S2 make our ganks very threatening, allowing our allies to land all of their abilities with ease.

In the Mid Game, both teams will be grouped as 3-5 players fighting for Dark Slayer, Abyssal Dragon, and towers. Ignis will be at his strongest at this stage of the game and be able to dish out abilities repeatedly dealing massive amounts of AoE damage while CCing enemies. We are also not that easy to kill due to our kiting abilities and CC effects. We most likely won’t be able to get close to enemy carries to CC  them but we deal so much damage to their frontline, making it hard for them to dish out damage comfortably, which indirectly is influencing them in a negative way.

In the Late Game, Ignis will still very strong and useful. Both teams will be grouped as 4-5 players fighting for Dark Slayer, Enraged Abyssal Dragon, and towers. Since all of our abilities have AoE effects, we love fighting multiple enemies that are grouped together. It’s our specialty and poking down the frontline allows our team to have more control over who initiates the battle. We’re still a target for enemy Assassins and although it’s not that easy for us to be killed if caught off guard or positioned poorly, we can die with ease., causing us to lose the game.


PROS


  • Rain of Fire is a great cc ability. Even if the foe doesn’t have the Mark on himself, he can still easily get stunned. Foes that try to avoid being stunned will need to reposition, and if they decide to ignore it then they are truly in trouble.
  • His ultimate Holy Embers have a huge area of impact and it deals True damage if the enemy has the Mark. You can easily detonate the whole team with it.
  • Amazing AoE Damage and DPS.
  • Decent sustain

CONS


  • Squishy. Not much health or armor like any other mage.
  • No reliable means of escape either, Fire Crash is the only ability able to help you escape if the enemy already has the Mark.
  • Needs a lot of mana at the start. At the beginning of the round, you’ll have trouble recharging mana, and in prolonged fights, you’ll run out of it quickly. Having an item or two for mana management is a must.
  • Shorter range than a lot of Mages.
  • Mediocre Burst damage

Additional Thoughts


Fire Crash is your first choice.

His most reliable means of damage dealing is Fire Crash. You’ll need to level it up first, don’t fall into the trap of going for Rain of Fire. It may seem a reasonable choice because of the cooldown reduction, but you’ll lose a lot of DPS this way.  Poke the enemy with Fire Crash, and use the minion wave to hit him with the splash it makes. Don’t try to target the hero, target the minions instead. They are stationary most of the time, and the splash radius is pretty big so it makes the hits much easier. Harass your enemies whenever you can use Rain of Fire on yourself when they dive you, it should give you enough time to escape. You can even hit them with Fire Crash to get the shield and bonus speed. Eventually, you should make the enemy leave for the fountain and lose EXP and gold. Don’t try to chase and finish off enemies, Ignis is not that type of hero.

This is his playground. Most of the abilities Ignis uses are AOE, and some of them have a rather large area of impact. First of all, stand at a safe distance and poke the enemies with Fire Crash. When the fight begins, cast Rain of Fire on the largest enemy group, followed immediately by Holy Embers. This should stun the enemies long enough for Holy Embers to activate, not giving them any chance of escaping, and as a bonus, the enemies will be marked, so True damage should apply. Use Fire Crash right after Holy Embers and keep spamming it whenever it recharges. This combo has quite the impact if you execute it right.


ishar

She is the first hero to have a proper pet, which makes her playstyle quite unique…


She is the first hero to have a proper pet, which makes her playstyle quite unique. Attacking or using Skill 1 will send Furball to attack as well. Using Skill 2 or walking away from the target, will send Furball back to Ishar. This allows you to control her pet easily and opens up a lot of possibilities. Also, Ishar has a decent crowd control in her skillset, which is another reason she is useful in team fights.


counters


Ishar counters some Marksman, e.g Yorn, Brunhilda, Joker, etc. some Mages, e.g Krixi, Illumia, Natalya, etc.

Ishar gets countered by some Marksman, e.g Violet, Capheny, Slimz, etc. some Mages, e.g Paine, Raz, Flash, etc. some Assassins, e.g Quillen, Wukong, Keera, etc.

Ishar synergizes well with Maloch, Alice, Zip, Lumburr, Paine, etc.


Arcanas and Enchantments


A great Arcana setup for Ishar would be:

  • Violate
  • Flurry
  • Benevolence

These Arcana provide us with bonus Ability Power, Magic Pierce, Attack Speed, HP, HP Regen, and Movement Speed.

Ability Power increases the damage of all of our abilities and is the main stat we want to increase.

Magic Pierce lets us partially ignore the enemies’ Magic Defense, to deal increased damage against enemies, especially priority targets since they have low defenses.

HP increases our survivability, allowing us to last longer during duels, skirmishes, or team fights.

HP Regen restores our HP faster, which not only makes our laning phase easier to survive but we won’t have to recall as often after battles.

Movement Speed increases our roaming, ganking, chasing, and escaping capabilities and as a Mid laner, we will be spending a lot of our time roaming and ganking.

The ideal Enchantment build for Ishar would be:

  • (Yellow) Mana Refill — Holy Verdict — Holy Thunder
  • (Blue) Enhanced Restore — Gunslinger

Mana Refill restores some of our Mana whenever we hit an enemy hero with an auto-attack or ability. Since we will use a lot of Mana as Ishar, this helps a lot, especially in the laning phase.

Holy Verdict increases our Magic Pierce, which makes us do more damage since we will ignore some of the enemy’s defense with our attacks.

Holy Thunder deals bonus damage to enemy heroes we hit with auto-attacks or abilities and this helps our burst damage significantly.

Enhanced Restore restores some of our HP and Mana instantly and is useful at all stages of the game, especially the Early Game. The cooldown is so short that it allows us to keep a relatively healthy Health and Mana pool throughout the laning phase.

Gunslinger gives us stacks with each unique enemy hero we kill, stacking up to 6 times since we start with 1 stack. Each stack gives us 15 Ability Power, so we can potentially get up to a bonus of 90 Ability Power.


Item Build


Great itemization for Ishar would be:

  1. Gilded Greaves
  2. Boomstick
  3. Evil Secrets
  4. Hecate’s Diadem
  5. Rhea’s Blessing
  6. Arctic Orb

If we’re against a team that has heroes with powerful restoration effects, we can pick up Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as possible so we can start roaming to gank side lanes. We want to start with our S1 and make sure we’re close enough to the minions so our familiar will attack with us, which helps our clear speed significantly.

Standing in a manner where we can hit all of the minions and enemy heroes simultaneously is our goal but it won’t always be possible to pull off. While roaming, we can opt to scout the enemy jungle to see where the enemy jungler started or possibly even steal a low HP camp or buff.

While fighting our lane opponent, landing the CC from our S2 won’t be easy since they have to be close to us and most Mages fight from a distance but we can still protect ourselves with the shield it gives. After hitting an enemy twice with our S1, they’ll get CC’d which makes it very easy to land our Ult to follow it up and lock down the enemy, dealing tons of damage and setting up an easy gank for our teammates.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for neutral objectives and towers. Ishar will be very strong at this point in the game. All of our abilities have AoE effects and our Ult can be used to zone enemies and control pathways or to even burst targets down.

Our familiar is also good at dealing a lot of DPS, making it easier to kill neutral objectives, putting our team further ahead. Our Ult can be very devastating when used properly and against targets that don’t have any dashes, allowing our team to easily follow up and win a fight.

In the Late Game, both teams will be grouped as 4-5 players while contesting one another for towers, Enraged Abyssal Dragon, and Dark Slayer. Ishar falls off a bit, damage-wise but can still be useful with her utility and CC. It becomes more efficient for us to focus on protecting our ally Marksman since our familiar can die a lot easier with the enemy being much stronger.

Our Ult is great at stopping assassination attempts on ourselves or allies, especially when combined with the CC from our S1. Positioning will be extremely important, since we don’t have much mobility ourselves and can dived relatively easily.


PROS


  • Control & Mobility. Skill 2 can knock-up enemies, while the ultimate will lock them in the prison-like barrier. The usual combo is Skill 1 > The ultimate > walk-in + skill 2 > run-away.
  • Safety & Vision. By having a beefy monster of a pet to stand in front and soak damage, while she stands behind and with the ability to recall it to gain a shield, Ishar is one of the safest among the Arena of Valor heroes. Also, she can send Furball to the brush, either by using ultimate or by using skill 1 to hit a hidden opponent, after which the pet will jump in thus revealing the ambush.
  • Additional target. Furball can soak some of the major skills, like Grakk hook (Devil’s Chain), or Kahlii’s ultimate, and some others. Basically, any skill that ends upon hitting the target has a good chance of connecting with Furball.
  • Good CC
  • Unique CC with Ult that’s extremely versatile
  • Great Poke damage

CONS


  • Additional target. There are skills in-game that thrive on additional targets, like Azzen’Ka’s Skill 2 (Dust Devil), or Jinnar’s Skill 1 (Force Orbs), so facing those opponents can be tricky for Ishar.
  • Lack of burst damage. She is similar to Sephera, Ishar consistently delivers small chunks of damage, but sometimes you‘re going to need a burst which she is unable to deliver.
  • Weak dueling power. Ishar’s skill set consists of Mobility + Shield + Control and it is great for staying safe or doing well in team fights however, she lacks the potential to execute opponents.
  • Damage falls off Late Game
  • Low Mobility
  • Without familiarity with the hero, our damage and abilities are lackluster

additional thoughts


Midlane (solo/damage)- prioritize Skill 1 (Somnial Fungus) because it is the main damage source. Support – prioritize Skill 2 because of better utility and reduced cooldown, if you play like safety/engage/disengage support. However, if you prefer to play harass–support, prioritize Skill 1 like you are solo lane.

By looking at Strengths and Weaknesses it is a straight forward conclusion to what is the best course of action. Mainly stay behind and harass.

At level 1 take first Skill, focus on harassing opponents more so than clearing minion waves. This is done because her burst damage is weak, so Ishar can’t execute from 100 to 0 (unless the enemy is far behind in farm). It is better to harass, so either you force him back to base, in which case he is losing some gold and XP, or stay there at risk of additional shots from Skill 1 (or potential gank).

For levels 1-3, when your jungler is about to gank, make sure to be close enough to walk-in and use Skill 2 to knock-up, followed with Skill 1, then fall-back. At level 4, make sure to have an Enhanced version of Skill 1 ready to use (Skill icon turns red), then just before jungler comes out use it to slow down the enemy, use the ultimate and walk into the melee range. Once there, wait until Dreamy Circle is about to expire and use Skill 2 (Somnial Shield), then again follow up with Skill 1. This is almost 3.5 seconds lock-down which should be enough with anyone assistance to finish him/her off. This is the only reason why Flicker may be a better option for retreating to safety, however, I found Heal to be more reliable/useful overall thou.

In team fights, she is a fairly simple but impactful hero, much more so than in laning. There are two main tasks for Ishar in Teamfights:

  • Harass the enemy and follow up the initiation by locking down as many targets as possible with the ultimate.
  • Remain very close to your marksman and keep Furball alive. Once you and/or marksman are engaged by enemy melee combatant, move closer to the enemy and use Skill 2 to knock him up, then retreat (make sure Furball is not under control effects otherwise there won’t be a knock-up).

kil’groth

He is perfectly suited for split pushing the Dark Slayer lane…


He is perfectly suited for split pushing the Dark Slayer lane. His skill set allows him to clear waves of minions fast, he has great sustain thanks to his 2nd skill, which makes him an excellent dueler when paired with his ultimate. In most cases, it will take 2 or more enemy heroes to drive him away from the lane, which should open a lot of options for the rest of his teammates. Still, his main weakness lies in team fighting since there isn’t much he brings to the table other than raw damage and a slow effect from his Sea Spear. Use filters to check where is Kil’Groth in arena of valor tier list.


Arcanas And Enchantments


An excellent arcana build for Kil’Groth would be:

  • Indomitable
  • Guerrilla
  • Skewer

These Arcana give us Armor, HP, Attack Speed, Attack Damage, Armor Penetration, and Movement Speed.

The Armor reduces the damage we take from physical damage, allowing us to sustain against enemies easier. Most teams have 2-3 heroes who rely on Physical Damage, which allows us to mitigate most incoming damage sources.

The HP makes us tankier overall and gives us more HP to refill using our HP recovery effects from S2. It also helps against True Damage and synergizes nicely with our build since we build Armor and Magic Defense. Having HP combined with our extra defenses makes us that much harder to be killed while still being a damage threat to all enemies.

The Attack Speed increases our overall damage output since we will be able to auto-attack faster and synergizes nicely with our S2 so we can heal for more as we do even more damage.

The Attack Damage increases the damage of our S1, S2, and auto-attacks, which is exactly what we want as Kil’Groth.

The Armor Penetration lets us partially ignore the enemy’s armor, increasing our burst damage, especially against fragile targets. This makes assassinating enemy carries much easier.

The Movement Speed synergizes well with our Movement Speed buff from our Ult and makes it easier to stick onto enemies with our auto attacks, roam more efficiently, gank easier and escape fights safer.


Item Build


A wonderful item build for Kil’Groth would be:

  • Soulreaver
  • War Boots
  • Rankbreaker
  • Omni Arms
  • Claves Sancti
  • Hyoga’s Edge

If we’re in the Slayer Lane, we can build:

  • Gilded Greaves
  • Fafnir’s Talon
  • Frost Cape
  • Hyoga’s Edge
  • Gaia’s Standard
  • Blade of Eternity

If our Blade of Eternity runs out of uses or is on cooldown, we can swap it out for a Death Sickle.

If the game drags on long enough, you can exchange your Rankbreaker for Muramasa, since it will be more effective in the Late Game due to the increased armor of all enemies.


Gameplay Tips


In the Early Game, you want to clear the jungle as fast as possible so you can reach level 4 and begin ganking to aid your allies. Your recovery effects will make sure you’re full HP when you begin ganking. You will want to try to give your allies an early advantage, allowing you and your team to take Spirit Sentinel and Abyssal Dragon with ease. These global buffs, buffs, global bonus exp, and gold helps your team move into the Mid Game comfortably.

If we’re in the Slayer Lane, in the Early Game, we want to clear our lane as fast as possible so we can roam and gank the Mid Lane. If a gank opportunity doesn’t present itself, another option would be to scout the enemy jungle to potentially steal a camp or buff, or simply just find out where the enemy Jungler started. Knowing where the enemy Jungler started, allows our team to prepare a counter-gank, counter invade or know to play passively on the side of the map the enemy Jungler will be finished on when they are level 4. Once we hit level 4, we become a very difficult target to gank, since our Ult makes us immune to CC.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Abyssal Dragon, towers, and Dark Slayer. Kil’Groth will be at his strongest, in terms of efficiency. With his Ult, he can just dive into the enemy backlines and kill the fragile enemies with his team backing him up. The enemy won’t be able to CC us so we can freely kill our priority targets and even get out alive if things go well. However, just because you can’t be CC’d doesn’t mean you can’t get bursted down and killed so take caution before leaping into battle.

In the Late Game, both teams will be grouped as 4-5 players, fighting for Enraged Abyssal Dragon, Dark Slayer, and towers. Kil’Groth falls off a bit here but he is still very strong, due to his sustained DPS, recovery effects, and immunity to CC. Your goal will still be the same as the Mid Game but you’ll have to be even more decisive about when to engage since you won’t be as strong as you were in the Mid Game. We can even decide to split push if the opportunity arrives since Kil’Groth is great at dueling enemies.


PROS


  • High damage. Kil’Groth can deal quite the damage with Enraging Spear. He can take out a lot of other melee heroes 1 on 1, no matter the class, especially later in the game.
  • Cleave. After using Enraging spear your basic attack range increases by a good margin, so you can cleave all the opponents in front of you.
  • High sustain. Again, thanks to the Enraging spear, he has a lot of life steal. You can always enhance this further by building some more sustain items.

CONS


  • Has only one cc/slow. Sea Spear is the only slow he has and it is really bad, slowing the foe for just 1.5 seconds. This means you’ll need to rely on items and teammates to slow or stun the running enemy.
  • Relies on the items. Since your basic damage source is normal attacks, you’ll need good items to actually deal some. The first few items are crucial for Kil’Groth and he needs to get them as quickly as possible.
  • Hard to catch enemies with high mobility

Additional Thoughts


There is no laning for Kil’Groth, he must be played as a jungler. He needs all the gold he can collect, for the items and laning can’t satisfy that hunger. Scorching Wind is a must, build it as soon as you can. After you reach lvl 4 you can easily solo the dragon, and the Dark Slayer can fall at lvl 8! Not a lot of heroes can boast such capability. Start in the lane that’s diagonal to the dragon, after you clear it and the one parallel to it, go straight for the dragon. Start ganking the lanes at any time after lvl 4, you can engage and disengage quickly without the fear of being stunned or slowed.

You want to engage the enemy team backline, but only after the fight has already started. Get in using Sea Spear for the slow and surprise, follow it up with Gore Lord to make yourself immune to cc and turn on Enraged Spear. Start bashing the enemies with your normal attacks and that’s it. Note that it is really hard to run away with Kil’Groth after your ultimate is on cooldown, so if you find yourself in this kind of situation keep hitting as hard as you can. You might survive thanks to the sustain, but if you start running you are doomed for sure. When (or if) you get to the Fafnir’s Talon even the tanks will fall pretty quickly.

Enraged Spear is your first leveling choice.


krixi

She is incredible at harassing her opponents from a distance…


She is incredible at harassing her opponents from a distance. Thanks to her passive, she can be very mobile, and avoid ganks with ease. Krixi also possesses plenty of AoE damage and amazing wave clearing potential, which makes her great at defending against the siege and also allows her to dish out some serious damage in team fights. Still, she can be quite susceptible to divers, so you should be extra careful when playing against such heroes. She can be played in the Mid Lane.


Arcanas And Enchantments


A great Arcana build for Krixi would be: 

  • Violate
  • Flurry
  • Benevolence

Violate increases our Ability Power and Magic Pierce. The bonus Ability Power will increase the damage of all of our abilities, allowing us to do even more burst damage and kill enemies easier. The Magic Pierce allows us to penetrate the enemy’s magic defense increasing our damage even higher against targets with low magic defense.

Flurry increases our Ability Power and Attack Speed. The Ability Power makes all of our abilities more powerful, making us a bigger threat to the enemy. Attack Speed increases how much damage we can deal with our auto attacks.

Benevolence increases our Movement Speed, HP Regen, and HP. The Movement Speed allows us to kite easier, catch fleeing enemies better, and to roam more efficiently. The HP Regen will restore our HP faster, so we won’t have to recall to the base to refill our HP as often. The bonus HP makes us a bit more durable, which is nice since we are extremely fragile and have low mobility.

A great set of Enchantments would be:

  • (Red) Raging Inferno – Deadly Claw – Devil’s Awakening
  • (Blue) Mark of Frost
  • (Yellow) Sacred Bead

Raging Inferno lets us burn the enemy for additional damage based off of our Ability Power when we hit them with an ability or auto-attack. This effect has a short cooldown but that extra damage can help put the nail in the coffin when you’re bursting down a priority target.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage makes our auto attacks do more damage. However, the Ability Power is our main reason why we choose this Enchantment since it pumps up the strength of all of our abilities.

Devil’s Awakening reduces the cooldown of our S1 and S2 when we use our Ult. Since our combo will usually be S2, S1 then Ult or even S1, S2 then Ult, when we ult, it reduces our cooldowns enough where we can do another S2 and S1 before the Ult duration is over. That extra set of damage helps us a lot, especially when against tankier enemies.

Mark of Frost gives us the active ability of the item Arctic Orb once per game. This effect makes us unable to attack or cast abilities but we’re immune to all damage and CC for a couple of seconds. Afterward, we receive a small shield, which ups our survivability even more. This Enchantment is great at turning the tides of a fight since we can avoid large amounts of damage using it. However, with Krixi, it gives us access to a very cool tactic. We can activate our Ult, then use Mark of Frost, making us immune to all damage and yet continuing to damage enemies since the Ult has a prolonged effect.

Sacred Bead reduces the cooldown of our Ult, which is lovely since our Ult is our main source of burst damage and how we finish enemies off.


Item Build


An ideal build for Krixi would be:

  • Enchanted Kicks
  • Boomstick
  • Hecate’s Diadem
  • Evil Secrets
  • Rhea’s Blessing
  • Arctic Orb

If the game drags on to Late Game, you can exchange your Evil Secrets for Staff of Nuul since it will be more effective when enemies have more Magic Defense.

If we’re against enemies who have troublesome restorative effects, e.g Peura, Lubu, etc. we can get Tome of Reaper instead of Evil Secrets to cut their regeneration


Gameplay Tips


In the Early Game, we want to clear our lane as fast as possible and start roaming to side lanes to gank unsuspecting enemies. Another option would be checking the enemy jungle buff to attempt to pinpoint the enemy Jungler’s location. Knowing where the enemy Jungler is allows your team to prepare better for enemy ganks or possibly invade the side of the jungle the enemy Jungler hasn’t gotten to yet, putting him behind.

In the Mid Game, both teams will be grouped as 3-5 players and they will be fighting for the control of Dark Slayer, Abyssal Dragon, and towers. Krixi will be at her peak performance, efficiency-wise at this stage of the game, and able to do massive amounts of damage against grouped enemies. She can even continuously poke the enemies with her S1 until it’s time to engage or fully commit to a fight.

In the Late Game, both teams will usually be grouped as 4-5 players and fighting for Enraged Abyssal Dragon, towers, and Dark Slayer. Krixi will still be very strong at this time, but it will be a lot harder to burst priority targets down, especially without risking our lives. Due to our low mobility and low defenses, we can’t just go to the backline alone, and flanking isn’t worth it since our single target burst damage wouldn’t be high enough to secure a kill. Our best bet is to just continuously poke the enemies with S1 and use S2 when we can while popping Ult when we are ready to commit to fights.


PROS


  • Kite potential. With a long-range and her passive increasing the movement speed whenever hits the target with a skill.
  • Good damage, single target or AoE.
  • Nice poke and crowd control, even better after Frosty’s Revenge is completed.

CONS


  • No sustain of her own, relying on Arcanas and Orb of the Magi to make up for it.
  • Weak early game. Weak base damage on her abilities limits her early game potential. One additional problem may be the range at which you gain experience. So if you cast Mischief from maximum range and move away, there is a chance you won’t last-hit some minions and if they die before you return into the range, it is wasted EXP for you.
  • Extra squishy. As a poke champion, she needs to prioritize damage over tankiness, combined with weak base stats and lack of mobility before hitting a target (this is dangerous when faced against assassins that can stealth or jump over the wall and burst).

Additional Thoughts


Prioritize Mischief, Krixi’s main tool for damage, kiting and poking. Keep your distance, stay at max range while poking with Mischief, immediately run backward unless you are teaming up with your jungler to outnumber the enemy. When on offense, use Nature’s Wrath for setup or to chain with your ally’s cc. Otherwise, have it ready for safety, you will be targeted by assassins often and you want to have options for disengage. When returning to your lane, or ganking someone else’s, do it from the brush and use the cover to land Nature’s Wrath with more precision. Follow up with Mischief and ultimate, then try to stay in Moonfall’s range until it lands all 4 hits per enemy champion.

In essence, the same rules apply for team fights as for laning phase, stay at max range, keep poke and cc going and look for an opportunity to use Moonfall’s entire duration. With Frosty’s Revenge finished, the kiting toolkit starts to kick in. Additional movement speed combined with item’s passive and your running-away-and-dealing-damage will be much easier to perform. The best position to be as Krixi is to have enemies keep running toward you, while Mischief is being repeatedly cast in their direction.


liliana

This foxy lady is one of the hardest heroes to master in Arena of Valor…


This foxy lady is one of the hardest heroes to master in Arena of Valor. However, her skill set offers so much, and once you get accustomed to it, you will definitely grow to like it. She has incredible burst damage potential, and she is capable of single-handedly destroying any non-tank in a matter of seconds. To top things off, she has fairly good mobility too, which is great for both engaging the enemy and getting away from sticky situations.


counters


Liliana counters most Marksman, e.g Brunhilda, Joker, Yorn.

She is countered by Annette, Zip and Dirak.

Liliana synergizes well with Alice, Lumburr, Rouie, Roxie and Enzo.


Arcanas and Enchantments


The Arcana that would be perfect for Liliana are:

  • Flurry
  • Violate
  • Benevolence

These Arcana give us Attack Speed, Ability Power, Magic Pierce, HP, Movement Speed and HP Regen. Attack Speed increases our overall damage output with auto-attacks and synergizes nicely with our Passive Ability. Ability Power increases the damage of all of our abilities. Magic Pierce lets us bypass the enemy’s Magic Defense somewhat, increasing our burst damage against priority targets. HP increases how much damage we can endure before dying, allowing us to deal more damage and win fights we normally wouldn’t have. Movement Speed makes our roaming more efficient and helps us chase or escape from enemies with ease. HP Regen regenerates our HP faster so we can fight more often without needing to recall to heal.

The ideal Enchantment setup for Liliana is:

  • (Yellow) Mana Refill — Holy Verdict — Holy Thunder
  • (Blue) Enhanced Restore
  • (Red) Raging Inferno

Mana Refill regenerates 8% of our maximum Mana whenever we land an auto-attack or ability on an enemy hero, with a relatively short cooldown. This helps us sustain our Mana pool much easier.

Holy Verdict increases our Magic Pierce so we can deal even more damage against all targets since we will be able to partially ignore their defenses.

Holy Thunder makes our auto-attacks or abilities deal bonus damage. This makes it much easier for us to assassinate enemies.

Enhanced Restore immediately regenerates some of our HP and Mana. It makes the Early Game much easier due to the bonus sustain and can help us turn the tides of battles.

Raging Inferno deals additional damage when we land auto-attacks or abilities on enemy heroes. This helps at finishing low HP enemies or just helps our burst damage output even more.


Item Build


An efficient item build for Liliana would be:

  1. Gilded Greaves
  2. Boomstick
  3. Evil Secrets
  4. Hecate’s Diadem
  5. Rhea’s Blessing
  6. Holy of Holies

If we’re against multiple enemies with troublesome regenerative effects, we can pick up Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to clear the minion wave swiftly so we can begin roaming to gank side lanes. This can help our team get further ahead or possibly even pick up kills to give us more gold. If this doesn’t seem like it will be possible, we can choose to scout the enemy jungle to find out the enemy jungler’s location or which side they started on. This helps our team prepare for their first gank since we’ll know which lane they will most likely gank first. Once we get our Ult, we can avoid or chase enemies fairly easily with our extra mobility.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Dark Slayer, Abyssal Dragon, Spirit Sentinel or towers. All of our abilities deal AoE damage and if we hit multiple enemies with our S1, our auto attacks will deal bonus damage. We will be pretty strong at this stage of the game and even though our 2nd part of S2 in fox form is hard to land, if it does it can deal so much damage. Our poke damage with our S1 in human form helps us whittle down the enemies’ HP, setting our team up with an HP advantage to easily win team fights.

In the Late Game, both teams will usually be grouped together as 4-5 players fighting for Enraged Abyssal Dragon, Dark Slayer, Spirit Sentinel and towers. This is where Liliana is at her strongest. She scales very well and her mobility allows her to flank or finish off priority targets when needed. Her CC and poke damage also keeps her relevant, since it’s much harder to reach the backline safely at this stage. Having poke, burst, mobility, and CC make her extremely flexible and versatile so she can perform pretty well, regardless of what the enemy team composition is.


PROS


  • Insane mobility. It makes her very difficult to catch or run away from. She can easily move to the other lanes and still come back to her own for farming.
  • All-around complete champion. AOE stun, two escape abilities (with one of them making her untargetable), seven damaging spells, short cooldowns.
  • Harasser. Decent range spells and damage to match.

CONS


  • THE POWER OF MOBILITY. With all that power in your fingers and thirst for blood, sometimes it’s just hard to stay calm and wait for the right moment! You REALLY WANT to make the moment and – death.
  • Hard to come back. If you die 2 or more times early, you have no significant influence in the game.
  • Hard mechanics. With all of the abilities, it’s really hard to use Liliana to her full potential.

Additional Thoughts


The solo middle lane is the best option! Her long-range spells make her hard to gank. The First level, Shining Light can be used to harass your opponent and kill minions faster. Play safely and wait for your level 4. Once you hit level 4 Liliana becomes a Mobility Finisher hero. Use your mobility to quickly go from lane to lane and make kills happen, or pressuring advantages to take down objectives. It is crucial that you don’t have empty walks, that way you will lose a lot of experience and gold.

There are many ways how to approach the battlefield! One of your jobs is to delete low HP enemy heroes and deny their escape with your mobility. In Human Form use Blinding Light to help your teammates and stop channeling spells. All your spells in Human Form have AOE damage. When the team fight starts, keep your distance from close combat. If in Fox Form use Leap of the Fox to engage low HP enemy heroes, following with Unpredictable (Human Form) then Blinding Light and Shining Light for the kill. Reiki Shot has high burst damage and 1 second casting time, I don’t recommend using this spell in close combat. Unpredictable can be used in a split second to avoid enemy spells that can give you an advantage in fights. If your team is applying pressure Fox Form is more useful, where Human Form is best for defending.


lindis

The reason for this is because she gains great bonuses whenever she is in a brush, and thankfully, the jungle is full of those…


Lindis gameplay

Lindis is a Marksman that is played in the Jungle. She does great burst damage, especially when she has access to bushes to help utilize her Passive Ability.

She is simply said, an amazing jungler. The reason for this is because she gains great bonuses whenever she is in a brush, and thankfully, the jungle is full of those. The moments she gains level 4 and unlocks her ultimate, her damage output skyrockets. Also, she can place traps at key locations on the map, and these will reveal any enemy that passes through. This can be extremely helpful for her team, and thanks to her Piercing Gaze, nobody will ever need to face-check brushes. To top things off, she has an amazing chasing potential, as long as there are brushes nearby. Use filters at the top of the page for aov tier list placements.


Skills


Passive Ability: Lindis gains movement speed when she passes through any bush and also enhances her next auto attack, which will fire two times, instead of once. The movement speed increase makes her extremely deadly in the jungle since it’s surrounded by bushes and she’s not only hard to escape from but also hard to catch for melee enemies.

Skill 1: Lindis shines a light around herself in a circular fashion, revealing everything within that area. This ability also has a passive effect that makes it so whenever she hits the same enemy few times with auto attacks or abilities, they take bonus damage. Since she wants to be able to walk through bushes, as a Marksman it would be dangerous, due to enemies potentially hiding in bushes. However, Lindis doesn’t need to worry about that because any hidden enemy will be revealed by her S1 if they are within the range of it when it’s activated. This ability can have up to two charges that can be used in succession without having to wait for a cooldown.

Skill 2: Lindis throws a trap that slows enemies on contact and explodes after a couple seconds, doing damage to anyone within the vicinity of it. She can have up to two traps on the field simultaneously. This ability also has up to two charges, meaning she can throw two traps in succession without having to wait for any cooldowns. This skill also provides vision upon contact, meaning it can be used to check bushes before entering them if your Skill 1 is on cooldown. It can even be used to guard entrances into your jungle to give you a heads up if you’re being invaded by an enemy. Lastly, it helps you kite or pursue enemies due to the movement speed reduction it offers.

Ultimate Ability: Lindis summons a spirit that does damage and applies any on-hit effects from items or buffs you have. This skill also has up to 5 charges, meaning it can be used in quick succession with an extremely short cooldown, provided you have charges stored to use. It also helps you trigger the bonus damage from S1’s passive ability. Since this skill has a bit more range than her auto attacks, it’s helpful to start fights with it or finish off enemies who are slightly outside of your auto attack range.


Arcanas and Enchantments


A nice arcana setup for Lindis would be Atrocity, Skewer and Guerrilla.

Atrocity gives you critical chance, which helps you do more damage and your Ultimate can crit, which is nice as well.

Skewer gives you attack damage and armor penetration. The attack damage increases the damage of your auto attacks and abilities. The armor penetration allows you to do more damage against enemies with low armor, which is great for a burst damage Marksman such as Lindis. Also, the penetration helps manage the tankier enemies too.

Guerrilla gives you attack speed and movement speed. The attack speed synergizes well with your critical chance items and arcana because the faster you attack, the more damage you deal and the more critical hits you land. The movement speed is great for Marksmen, since you need to kite melee enemies or sometimes even chase them down. However, it synergizes greatly with our Passive Ability since you gain a bunch of movement speed while running through bushes already.

The ideal Enchantment setup for Lindis would be: (Blue) – Mark of Frost, Gunslinger, Endless Cycle (Red) – Raging Inferno, Deadly Claw.

Mark of Frost lets you use the Arctic Orb effect once per game, which allows you to go into a frozen stasis-like state that makes you immune to all damage and skill effects for a couple of seconds. Afterwards, you receive a small shield for another few seconds. This enchantment can turn the tides of a fight when timed properly and has the potential to avoid lethal damage, which is great for a fragile hero such as Lindis.

Gunslinger gives you bonus attack damage for every unique enemy hero you kill. This bonus attack damage helps you do more damage, which is exactly what you’re looking for.

Endless Cycle allows you to instantly revive up to twice per game which is extremely useful for Lindis, especially due to her aggressive nature. Since she’s a Marksman and you don’t really build much defense, she can die very easily so having access to reviving allows you to come back and continue helping your team right after death. It can even provide you with the confidence to make an aggressive play you normally wouldn’t want to risk, knowing you can just revive if it goes wrong.

Raging Inferno does some extra damage over time when you hit an enemy hero with an auto attack or ability. This can add to your burst or even finish off enemies who get away with a low amount of HP, which is great.

Deadly Claw increases your attack damage for each level you gain. It may not seem like a lot but every point of attack damage makes you stronger and a bigger threat to the enemy team.


Item Build


An efficient build for Lindis would be Gilded Greaves – Whispering Wind – Rankbreaker – Omni Arms – Bow of Slaughter – Blade of Eternity.

When you reach late game and have enough spare gold, it’s usually better to sell your Rankbreaker to buy a Muramasa, since enemies will typically have a lot more armor at this stage of the game, making Muramasa more efficient battle and gold wise.

Alternate final items would be Fenrir’s tooth if you need more damage and aren’t worried about dying, or Death Sickle if your Blade of Eternity passive is on cooldown or you’ve run out of uses.


Gameplay Tips


In the Early Game, you want to learn S2 as soon as possible so you can have multiple charges to use by the time your starting jungle camp spawns. This helps you get a nice speed boost in your clear time and you want to clear both sides of your jungle to reach level 4 as soon as possible. Once you’re level 4, you’re ready to fight and start ganking lanes to help your allies get an advantage over the enemy. This helps you get Spirit Sentinel and/or Abyssal Dragon control, which gives your team buffs, exp and bonus gold. These bonuses will help your team become stronger and easily move into the Mid Game with a nice lead.

In the Mid Game, both teams will usually be grouped as 3-5 and fighting for towers, Dark Slayer and Abyssal Dragons. Controlling mid lane vision allows you to ambush the enemy who are trying to get vision near these neutral objectives easier. As Lindis, this is the part of the game where you shine the most because not only do you thrive near the bushes, due to your passive, but you excel at ambushing enemies with your burst damage. Picking up one or two kills in this fashion can set your team up to push for more, or just take the neutral objectives and be one step closer to victory.

In the Late Game, both teams are usually grouped as 4-5 players and will be fighting for Enraged Abyssal Dragon, Dark Slayer or towers. Lindis falls off a bit at this stage of the game because there’s less access to bushes when you’re near your nexus or the enemies’. Without the ability to trigger her passive and having no way to enhance her attack speed or damage any further, it becomes a lot harder for her to do what she specializes in, which is chasing enemies and overwhelming them with her quick running speed and high burst damage. Even kiting becomes a hassle for her without having access to bushes. She’s still relatively strong damage wise but you’d want to do your best to end the game at her peak of the Early to Mid Game. However, if the game does drag on to this point, you have to default to playing Lindis as a traditional Marksman who does as much damage as possible from the backlines.


PROS


  • High burst damage. If you use your ultimate to properly reset auto attack animation, it will result in great burst damage. Also, procs from items such as Omni Arms or Frost Cape works with your ultimate, and boosts your burst potential even more.
  • Movement and positioning. Lindis has a great toolkit to move around the battlefield and to position herself in such a way that it is very difficult for enemies to get close to her. Utilizing her passive ability is the key to both maximizing your burst damage and for dealing damage from a safe distance and kiting enemies. She is also good at chasing down targets as her ultimate can be cast while moving, and it is great for finishing low hp running targets.
  • Very hard to deal with when in the jungle, due to all of the bushes.
  • Has vision utility with her S2 and S1.

CONS


  • Falls off in the Late Game.
  • If enemy is ahead, it’s harder to use bushes aggressively.
  • Weak to crowd control and burst damage. You have to be extremely careful with how you position yourself in combat. One misstep can lead to enemies bursting you down in a manner of seconds. Always be on alert when enemies are missing, and do not hesitate to use your Piercing Gaze before face-checking any brush, or you may end up dead.
  • Mobility. While Lindis has great movement speed capabilities, she lacks escape tools. If an enemy dives you, in most situations, you will end up either dead or run away with a very low health bar. Always be aware of the enemy’s position and never rush head-first into the fight.
  • Lack of poke. Other Marksman Heroes such as Violet, Tel’Annas, Yorn, Slimz or The Joker all have good poke options for laning. This is one of your disadvantages, so be very careful in the early stages of the game.

Additional Thoughts


Piercing Gaze is your first choice. You should almost always play as a jungler. Playing in the lane is suboptimal because while jungling Lindis can use brushes to a great extent. Also, while ganking, make sure to use your traps to help you out with clearing waves fast, as well as harassing the enemy Hero whenever you can. Make sure to use that great amount of speed gained from entering a brush so you can come to aid to an ally. Keep in mind it also strengthened attack applies with two stacks of the Piercing Gaze debuff on the enemy, so use that to your advantage. When fighting in the lane, try to fight from the brush, since it will give you bonus movement speed and damage, and those things can be key to winning lane fights. When you spot an enemy jungler coming to gank your lane, always use traps to slow him down and buy yourself and your lane partner time to back away from the gank. When your jungler comes to gank, use traps to slow enemies down and prevent their retreat. Always help your jungler when they are killing the Abyssal Dragon since that extra Gold and XP will help the entire team. Whenever you can, kill the jungle creeps to gain some bonus experience and gold.

In team fights, you should always stay behind your tanks. Try to position yourself so that you can use the bush to your advantage and kite the enemies that might be diving you, or to chase down low HP Heroes. If the enemy is nowhere to be seen or if they have some stealth Heroes like the Batman, use your Piercing Gaze to reveal them. Never face-check the bush when enemies are missing. Always use your Piercing Gaze ahead, as it will save both you and your teammates. When attacking enemies, try to always move between attacks, and always keep the optimal distance between you and your target. As a general rule for Marksman: “Always attack the target that is closest to you in the team fight”. If you walk too much forward you will expose yourself both to the enemy front and backline, and you will most likely be CC-ed or burst down quickly. If you can choose who to target, go for the enemy assassins first, as it will prevent them from killing your backline thus giving you an edge in team fights.


mina

Being tanky support, with strong base stats and the ability to pull enemy characters in, and lock them down with Taunt is what makes Mina a great and very valuable support hero…


Being tanky support, with strong base stats and the ability to pull enemy characters in, and lock them down with Taunt is what makes Mina a great and very valuable support hero. Still, there are a few things to consider. She is strong against melee champions and has no means to escape from fights. In a situation where Mina is played in a well-organized team, her value is incredible, but in solo play, she can be a double-edged sword since she needs her teammates to follow up whenever she initiates. Find out Mina’s position in arena of valor tier list at the top of the page.

PROS

  • Team fighting powerhouse. Rare are champions that are able to fit into almost every composition as Mina is.
  • Mina’s position can be a zoning tool. If not behind in items and levels, her presence can be enough to prevent the enemy from approaching. Not going in the range of Death Scythe is a rule of thumb for enemies.
  • Because of her strong basic stats, she can come out ahead in trading with other tanks in those early 1v1.

CONS

  • Item/levels dependant. Because she needs to take damage in order to dish out some, Mina must be stacked up with items and levels. One example is her sustain, which is non-existent within abilities. Because of that Gaia’s Standard, or Crimson Banner is very important.
  • Flicker dependant. This long cooldown talent is both engage and disengage for Mina.
  • Inconsistency. You will have games where Mina dominates the game, but also games where she is completely useless.

Death Scythe is her main utility skill and should be prioritized for added cooldown speed.

Mina is played mainly as support and her role is simple, keep the targets attacking her instead of squishy allies. If solo in the lane, make sure to fight among enemy minions, they won’t hurt much but will provide an additional chance for a counter-attack. If the opportunity presents itself, Death Scythe enemy into the allied tower and use Dark Dominion. But, overall Mina is not the greatest solo laner, as her strength comes from creating opportunities and providing time for allies to do their thing. Considering how important her ultimate is, try not to waste it by overlapping with crowd control from teammates.

Staying in the midst of the fight demands that you do not fall behind in the early game. This puts great significance on Mina’s laning phase. In a team fight, you are the front line and your job is to hook enemies toward you, reposition if there is a chance to taunt even more targets, use Dark Dominion and spam Whirling Scythe. If the fight prolongs long enough so your Death Scythe comes off cooldown, use it to keep anyone from attacking your main damage dealers… Either protect them or if no one is attacking them then use it for cleaning up enemies, pull them back into the range of your carry.


nakroth

A melee assassin with tons of mobility and some crowd control…


Nakroth gameplay

Nakroth is a perfect choice for the jungle because of his high mobility and short cooldowns on his skills. He has huge map presence and can destroy towers very quickly and easily. Huge mana consumption makes him fit only for the jungle.

A melee assassin with tons of mobility and some crowd control. Lacking any decent defense, apart from immunity to crowd control for the duration of ultimate. It is always difficult to play squishy melee assassin in team fights and Nakroth is not an exception. For some people, Nakroth is not a great pick, but for players with good reflexes, this hero can do wonders.


Skills


His Passive “Dread Judge” knocks the opponent in the air with every fourth normal attack. Also, while landing abilities on enemies he gains 50% attack speed. This allows him to stun the opponent using his abilities and his ultimate which is very good in team fights and in the jungle.

His first ability “Jury Fury” is a jump that can be used twice. When used the first time, it knocks an enemy or minion into the air and does damage. After using the ability, you can use a second jump within 5 seconds, which also does damage but does not knock your opponent into the air. You should always max this ability first because it reduces the cooldown and helps you roam faster.

The second ability “Death Sentence” is a backward jump, which gives you an auto-attack after its use. It has a further range and deals 150 damage (increases by levelling the ability) + 100% of the attack damage. This is perfect for pushing towers and poking opponents.

His ultimate “Judgment´s Blade” is a skill that deals damage to the opponent for a short period in the selected area and then knocks them in the air. While using it, Nakroth is cc immune. This cc immunity gives him the chance to flee from disadvantageous situations.


Arcanas and Enchantments


For Nakroth there is usually only one arcana page, as his kit does not allow for many changes. For red 10x Atrocity, for green 10x Skewer and for purple 10x Reave. Lifesteal is so important for Nakroth since he doesn’t have much HP, so he can heal himself by attacking minions quickly with 10x Reave(16% lifesteal), which allows him to always be present on the map.

For the enchantments, you have 3 options.

  • Devils Awakening+blue. This is one of the best option since Devils Awakening reduce damage taken. It’s very good for sustain in combat because the 10% Damage reduction(for 6 seconds) can be extended by 3 seconds with kills and assists. The Artic orb in blue gives you even more combat options and security, especially in the early game.
  • Devils Awakening+yellow. The only difference to the first variant is you exchange arctic orb to more damage. You take Axe of Sacrifice and Holy Verdict to have more damage for the whole game. This is better in the late game, but you have less security.
  • Endless Cycle+red. This is very risky in solo queue because you lose plenty of damage but get more security. However, this enchantment setup can save up you from losing the game in the endgame.

Item Build


There are two efficient ways to play Nakroth. Either full damage or slightly tanky.

But general item build looks like this: Soulreaver/Leviathan, Boots, Rankbreaker, Omni Arms, Claves Sancti/Fenrir’s Tooth, Blade of Eternity.

The first dilemma between Fenrir’s Tooth’s vs Claves Sancti.

  • Even if you have a choice in your item build between Sancti or Fenrir’s you need to think about this. Because Nakroth has 16% crit chance arcanas, you won’t always need Sancti. That is why you can replace it with Fenrir´s Tooth for more damage and more shutdown potential. But if you decide going with Sancti, the extra crit chance and damage are vital for high tier poking. Fenrir’s is good for destroying towers, Sancti helps while fighting enemies(because you can’t crit towers).

The second dilemma is between jungle items – Soulreaver Vs Leviathan.

  • In games against many tanks or a jungler/marksmen that can kill you very quickly, it is better to buy Leviathan instead of Soulreaver, because you cannot get killed easily by heroes like Joker or Laville. Extra Armour gives you sustain which is a good choice against bursty heroes. And you have better chances to win if you remain alive.

Gameplay Tips


Nakroth is very good at pushing towers and killing enemies with low HP quickly. So you need to capitalize on this. The second ability helps you destroy the tower due to its range. This is extremely good if you want to consider split pushing.

When it comes to team fighting, you should not stay in them for longer than needed. You participate in it for few seconds. You deliver damage and disengage. When played correctly, you go in, kill the Adc or a mage, then move out and go for pushing lanes and destroying towers because even alone Nakroth can be quick enough to destroy a tower or two while his team is fighting. This forces opponents to stop fighting your teammates and defend towers.

To play Nakroth successfully you need to aware about his combos.

  • Combo: S2 + AA(auto-attack) + S1 + AA + Ult + S1 + S2. This Combo is used to enter a fight, do damage and disengage. With this, you should be able to kill the mage or ADC easily. This combo is effective in team fights.
  • Combo: S2 + S1 + S1 + AA + Ult. Used in full engage.
  • Combo: S2 + AA + Ult + S1 + AA + S1 + S2. Similar to the first combo but used more in 1v1 fights. Typical engage – damage – disengage tactics.
  • Combo: S2 + S1 + AA + Ult + S1. Used in full poke
  • Combo: S1 + S2 + AA + S1. This combo is used for poking towers or enemies.
  • Combo: S2 + S1 + AA + S1.This combo is also or poking towers or enemies.
  • Combo: S1 + S2 + S1. Used to move on the map.
  • Combo: S1 + Ult + AA + S1 + S2. Used to kill mobile enemies (hard to use well).

PROS


  • The strength of Nakroth is to be able to move around the map very quickly and to destroy towers alone without danger.
  • In late game, he can kill squishy heroes with ease.
  • Good cc potential.

CONS


  • Difficult to play against tanky opponents.
  • If you make a mistake – you’ll die quickly.
  • Easy to get bursted in general.

natalya

Lots of harass, decent control, and damage no-one can be ashamed of…


Lots of harass, decent control, and damage no-one can be ashamed of. Natalya has the firepower of artillery and the mobility of a snail. High mobility characters or the ones that can outrange her are the ones she struggles against the most. Also, she requires perfect positioning since she needs to stand still while channeling her ultimate. She excels when fighting in narrow spaces because it’s much easier for her to land skills and utilize her full potential. Find Natalya place in arena of valor tier list using filter at the top of the page.


counters


Natalya counters Yorn, Krixi, Illumia, Ishar, etc…

She gets countered by Keera, Zill, Paine, Wukong, Capheny, etc…

Natalya synergizes well with Alice, Lumburr, Zip, Maloch, Zanis, etc…


Arcanas and Enchantments


The most effective Arcana for Natalya are:

  • Flurry
  • Violate
  • Benevolence

These Arcana give us Attack Speed, Ability Power, Magic Pierce, HP, Movement Speed and HP Regen.

Ability Power increases the damage of all of our abilities and is our main stat that we focus on building with our items, which helps us scale well throughout the game.

Magic Pierce assists us in bypassing some of the enemy’s Magic Defense, increasing our damage against all enemies, especially enemy carries since they already have low defenses.

HP increases our endurance in battle and helps out quite a bit since we don’t build defensive items and can easily die if we’re caught out of place. The extra bit of HP we get from this can be the difference between life or death sometimes.

Movement Speed increases how fast we can walk which helps when it comes to roaming throughout the map, scouting the enemy jungle, chasing down low HP targets, ganking for our allies or even running away from a dangerous enemy. It stands out even more for Natalya since we don’t have any mobility.

HP Regen increases how fast we gain HP and helps us stay healthier in the laning phase and even throughout the game so we won’t be forced to recall as much as we would have to without it.


Item Build


An extremely useful item build for Natalya would be:

  • Gilded Greaves
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Arctic Orb

If we’re against enemies who are healing for too much, we can pick up Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can with our S1. We are one of the fastest wave clearers in the game, especially in the laning phase and we want to abuse that to control the tempo of the Early Game. Using our S2 then S1 on the minions will kill all of them immediately guaranteeing last hit bonus gold and making the enemy laner unable to interact or lane against us since we will rarely ever be in lane.

Being able to roam first gives us lane priority, forcing the enemy to have to play reactively, rather than proactively which lowers the amount of freedom they will have when it comes to decision making.

With all of this being kept in mind, as long as we make sure we don’t get ambushed on the way back from our roams, the enemy Mid Laner won’t be able to help their team nearly as often as we can.

While scouting the enemy jungle, we will have an even higher chance of stealing jungle buffs or

camps if they’re low HP because of our much damage our S1 does but even if we don’t, finding out where the enemy jungle started gives our team information on where they will most likely strike first and allows our team to play accordingly so no one dies to the first gank from the jungle, which is usually the deadliest one.

In the Mid Game, both teams will be grouped as 3-5 players, fighting for towers, Abyssal Dragon and Dark Slayer. Natalya will be at her strongest, in terms of efficiency and able to burst enemies down from 100 to 0 in one combo if they haven’t built any defensive items.

Landing our S2 on an enemy carry, spells their death nearly every time and we still can do great damage to tankier enemies since we’re one of the few Mages who can deal great DPS as well with our short cooldown on S1 when it hits targets, combined with our Passive Ability.

The only issue is that our skills aren’t easy to land but if we do, it can even have tanks fleeing from us. However, our Ult renders us completely immobile while channeling it and we don’t have mobility, making us a sitting duck when it comes to enemy Assassins and divers. Positioning alongside aiming will be what determines if we succeed in playing our part in the team as Natalya.

In the Late Game, both teams will usually be grouped as 4-5 players, contesting each other for neutral objectives and towers. Natalya falls off a bit but it’s not due mainly to her damage becoming less efficient, it’s more that she becomes even harder to survive with and will have to land even more skills to keep up with other heroes damage wise, which won’t be easy to do.

We will have the CC immunity effect and shield from our Ult, combined with our Arctic Orb to help us out, fortunately. We can actually still team fight the way we did in the Mid Game but if there’s some type of diver or Assassin that is giving us a hard time, we can fall back and play more as a utility Mage and focus on protecting our ally Marksman.

Playing this way would lower our DPS and burst but it will increase our chances of survival. We do 0 DPS if we’re dead anyway and with the extremely long death timers in the Late Game, survival becomes even more important, as dying one time carelessly can throw an entire game’s worth of work away.


PROS


  • Good laner. From the very beginning of the round, Natalya is powerful in lane. If you hit a hero with all five Arcane Spirits it will devastate them. Combine it with Arcane Nova, slow down the enemy first and shoot Arcane Spirits behind them. The above-mentioned combo, when you add ultimate Lethal Rays to it, will melt away even the tankiest of heroes. In other words, you have a great burst combo in your arsenal.
  • Decent range. Making Natalya a nice poke hero.

CONS


  • Natalya has no means of escape, all of her skills are offense. You need Flicker or Run talents to be able to escape.
  • Her ultimate, Lethal Rays, pins you in place, and you can’t move while you channel it making the situation even worse.
  • Every mage has the same problem – too squishy. One assassin or warrior burst and you are history. You need to be extra careful about your position and surroundings.

Additional thoughts


Arcane Spirits is your first choice. She is an excellent laner. Even if she is solo in the lane she can hold off 2 heroes. Dealing a lot of damage, and having good range allows you to poke safely. You can clear the minion waves with Arcane Spirits and since it goes through minions you can poke the enemy at the same time. If he starts chasing after you, use Arcane Nova to stun and ultimate to chase him off or kill him. Arcane Nova is a good skill to initiate fights, but you can also use it as the escape tool.

Not much to tell, you stay in the back behind your team and spam your combo. Start with Arcane Nova for stuns and slows, continue with Arcane Spirits, because it’s easy to hit a stunned or slowed enemy and finish with Lethal Rays. The range of your ulti will allow you to hit more heroes, try to target at least two. After you use the ultimate, your Arcane Spirits should be refreshed, so cast it again behind the enemy lines. That way you’ll make sure you are not lacking range if the enemy moves away.


omen

He has high damage, is very tough, and possesses the ability to lock an enemy down…


He has high damage, is very tough, and possesses the ability to lock an enemy down. All of this plays well in hand of this mighty split pusher and one-vs-one powerhouse. His utility drops dramatically in team fights, but he’s extremely valuable in skirmishes. All of this makes Omen strong split pusher, and if properly utilized he can stretch the enemy team to the point of breaking.


Arcanas And Enchantments


The ideal Arcana build for Omen would be Skewer, Guerrilla, and Indomitable.

These Arcana give us, Attack Damage, Armor Pierce, Attack Speed, Movement Speed, Armor, and HP.

 The Attack Damage increases the damage of our S1, ult, and auto-attacks. This will increase our overall damage output.

The Armor Pierce allows us to partially ignore the enemy defenses and do higher burst damage, especially against enemies with low armor. It also helps us deal more with tankier enemies as well.

The Attack Speed lets us gain stacks faster and increases our damage with our auto attacks. It synergizes nicely with our bonus true damage effect from our Passive Ability as well. Since auto attacks are our main source of dealing damage, this also helps a lot since we’ll be able to auto-attack even faster.

The Movement Speed allows us to roam throughout the map, pursue and escape from enemies more efficiently. It also synergizes nicely with our S2 Movement Speed buff, making Omen even harder to catch or escape from.

The Armor reduces the damage we receive from Physical Damage. This makes us able to withstand more damage from most enemies since out of the 4 damage dealers on the enemy team 2-3 of them are usually Physical Damage dealers.

The HP makes us tankier against all damage sources, even True Damage. Since we build a lot of tank items, all of our defenses make the HP even more useful. Combining all of this with our damage reduction from S2 makes Omen surprisingly tankier than most would expect him to be since he still does a good amount of damage.


Item Build


The ideal item build for Omen would be:

  • Gilded Greaves
  • Mantle of Ra
  • Fafnir’s Talon
  • Mail of Pain
  • Medallion of Troy
  • Shield of the Lost

Gameplay Tips


In the Early Game, you want to clear minion waves as fast as possible so you can roam to gank Mid Lane or to scout the enemy jungle to pinpoint their starting location. If we can manage to gank, our S1 sets up ganks nicely. If not, we can potentially steal a jungle camp or just find out which side the enemy Jungler started on, letting our team know the enemy Jungler’s gank path. Once our team knows the enemy Jungler’s gank path, we can set up a counter gank for them or simply prepare ourselves and play a bit more passive when it’s around the time they should be arriving to their most likely target to gank. We can win trades against most enemy Slayer Lane heroes, allowing us to be able to push first comfortably, letting us control the tempo of the Early Game. Our S2 makes escaping enemy ganks that much easier as well, especially if we combine it with our Ult to dash away.

In the Mid Game, both teams will be grouped as 3-5 players usually, fighting for control of Abyssal Dragon, towers, or Dark Slayer. Omen is at his peak strength in regards to efficiency at this point of the game and we can either split push to apply pressure in side lanes, while picking up Solo EXP and Gold or we can team fight and focus on the fragile targets, especially with our Ult. Most enemies won’t be able to beat us 1v1 so they will have to send multiple people for us if we’re split pushing, as long as we pay attention to the map, we can create advantages for our team without even being near them. However, we have to be very careful because if we get caught and outnumbered, we can easily throw away from all the advantages we’ve been building throughout the game or even potentially throw away our chances of winning.

In the Late Game, both teams will be grouped as 4-5 players fighting for Enraged Abyssal Dragon, Dark Slayer, and towers. Omen is still very strong at this stage of the game and can still duel most heroes but it’s much more dangerous to split push this far into the game. If our team dies without us, that can be an easy loss. It’s best to stick with your team and try to lock down a priority target. If that’s too hard, you can focus on protecting your ally carries and lockdown enemies who are going for them. Both methods are beneficial towards victory, depending on the scenario, and allow you to make an impact on the outcome of the game.


PROS


  • Great duelist. If you like 1v1, Omen is a hero for you as he is almost unbeatable. You should be able to win your lane and give your team an advantage that way.
  • Control. Death’s Beckon and Death’s Embrace are both good control abilities. You can pull enemy heroes to your melee range or lock down one of them for you or for your team to beat them up!
  • No mana. Omen is a manaless hero, it helps a great deal as you don’t have to worry about that annoying blue bar above you.

CONS


  • Requires stacking. Having stacks is a crucial part of your gameplay and if you have none you will feel like you are naked. You depend on Thirst and falling into trance as it reduces your CD’s and gives extra AS and pure damage, without it you are nothing if you are caught without any preparation you are done for.
  • Low mobility. You have no reliable escape mechanism of any sort and your only mobility skills are Untouchable and your ultimate and both of them are not reliable at all. You need your ultimate to engage and fight, the same rules apply for Untouchable so using it to move around is not advisable. You can use Untouchable sometimes when moving around the map but take extra care because if you are caught you are left with no defensive skills.
  • Falls off Late Game
  • Hard to team fight

Additional Thoughts


You want the Dark Slayer lane because of your 1v1 potential, you wanna start slow and farm up until u get some levels then you will want to trade some damage here and there. It is best to engage when you are at 4 stacks of thirst use death’s beckon to get your enemy close to you then you get your passive to proc into Untouchable and you are sure to win out the damage trade. If you feel like you are getting the upper hand go all in at level 4 and bite for the kill, you should be able to win most of the lane matchups so it shouldn’t be too hard for you. Mainly focus on split push and try to attract as many enemies to your lane so u can open the rest of the map for your team to grab the advantage. Later, as dragon loses on importance, try switching lanes with your teammates so your team has more space around Dark Slayer pit.

For Omen team fights are the hardest part of his gameplay. You shouldn’t really rush in nor should you stay far back, you are not really built for the main tank so wait for your front line to go in first, then wait for your moment and try to grab a small skirmish in the fight. If you aren’t getting pressured and you don’t have your Untouchable available use flicker and wait for your CD to reset then go back in again and clean up what you can. You can also protect your backline with your Death’s beckon and keep them safe. Nevertheless, you have to play team fights really carefully and play with your gut.


qi

This is one of the most annoying heroes to play against, and for a good reason…


This is one of the most annoying heroes to play against, and for a good reason. Qi’s skill set allows her to be very tanky. She also has a decent sustain, which means she can either go Jungle or Dark Slayer lane, and that makes her fairly flexible. Other than that, she has a lot of crowd control abilities allowing her to either prevent enemies from reaching her back line or to lock down enemy carries.


Counters


Qi is good against most Marksman, e.g Yorn, Tel’Annas, Wisp, etc. most Mages, e.g Krixi, Natalya, Raz. Etc. most Assassins, e.g Butterfly, Quillen, Keera, etc. some Warriors, e.g Zanis, Astrid, Airi, etc. and most Tanks, e.g Arduin, Roxie, Grakk, etc.

She is bad against Allain, Florentino, Kil’Groth, Nakroth, Rourke, Annette, Aleister, Arum, Y’Bneth, Zip, Joker, and Riktor.

She synergizes well with Lumburr, Laville, Dirak, D’Arcy, and Thane.


Arcanas and Enchantments


Useful arcana for Qi would be:

  • Indomitable
  • Skewer
  • Guerrilla

The bonuses we receive from these Arcana are Attack Speed, Armor, HP, Attack Damage, Armor Pierce, and Movement Speed.

Attack Speed makes us auto-attack faster, which means dealing more damage, especially since most of our damage comes from enhanced auto attacks from Qi. This synergizes very well with her Passive Ability.

Armor reduces how much Physical Damage we receive, which increases our durability in duels and team fights, allowing us to survive longer.

HP increases how much damage we can take overall, before dying. This synergizes well with the bonus Armor we receive from our Passive Ability, making us even tankier, especially for someone who builds mostly offensive items.

Attack Damage increases how much damage our auto attacks and all of our abilities deal to enemies. This is the main stat that we want to focus on increasing because of its effectiveness.

Armor Pierce allows us to ignore the enemy’s armor partially, increasing our burst damage against enemy carries.

Movement Speed allows us to roam and gank easier while letting us stick on enemies with our auto attacks or even run away from undesired battles easier.

Helpful Enchantments for Qi would be:

  • (Red) Shadow Dash – Deadly Claw – Desperate Duel
  • (Blue) Enhanced Restore – Gunslinger

Shadow Dash adds bonus damage to our auto-attacks when we dash, stacking up to 3 times. We can get the full effect out of this Enchantment with Qi because our full combo in a fight consists of 3 dashes.

Deadly Claw increases our Attack Damage, making our auto attacks and abilities deal more damage.

Desperate Duel gives us stacks whenever we auto-attack or hit an enemy hero with an ability. For each stack we gain, we receive bonus Movement Speed and once we reach 10 stacks, which is the maximum amount we can obtain, we gain 15% Armor Pierce and recover 15% of our missing HP.

Enhanced Restore recovers some of our HP and Mana instantly, which can help us accomplish a lot more in the Early Game or even surprise the enemy in a fight when they think they have enough damage to kill you and you heal.

Gunslinger gives us a stack each time we score a kill on a unique hero, stacking up to 6 times, since we start off with one stack by default, for a bonus of 60 Attack Damage.


Item Build


The items we should build on Qi if we are jungling are:

  • Soulreaver
  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If we’re going Slayer Lane with Qi, we can take:

  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Hercules’ Madness
  • Fenrir’s Tooth
  • Blade of Eternity

If our Blade of Eternity runs out of uses or is on cooldown we can exchange it for Death Sickle if we have enough gold to do so.

If it’s Late Game and we have excess gold, we can exchange our Rankbreaker for a Muramasa since it would become a much more efficient item with everyone having a lot more Armor.


Gameplay Tips


In the Early Game, if we’re Jungling, we want to clear both sides of our jungle quickly so we can reach level 4 and begin ganking enemies for our allies. As Qi, our ult makes securing kills during ganks relatively easy, especially when near terrain. By the time we pull off one or two ganks, Spirit Sentinel and Dragon will have spawned or be close to spawning. By putting our laners ahead, we can comfortably obtain these neutral objectives, pushing our allies and our own battle prowess even further ahead of the enemy. With us being ahead of the enemy, it makes taking towers even easier, giving us more map and vision control, while putting us even closer to victory.

In the Early Game, if we’re in the Slayer Lane, we want to clear our lane as quickly as possible so we can gank Mid Lane. If a gank at mid doesn’t look like it’s possible, we can scout the enemy’s jungle on the Slayer Lane side of the map. By scouting the enemy jungle, we can figure out which side of the map they started on or even possibly steal a buff or camp away from them. Knowing which side the enemy jungle starts on allows us to figure out who the most likely first gank targets will be. This information is extremely important because it’s usually the jungler’s first gank that impacts the flow of the Early Game the most and being able to avoid death from the enemy jungler gives our team a big advantage and increases the likelihood of us getting the first advantageous position in the game.

In the Mid Game, both teams will begin grouping to contest for towers and neutral objectives. Depending on the composition and mindset of the enemy, they will usually be grouped as 3-5 players.

All of Qi’s abilities deal AoE damage and she can flank the enemy carries with ease due to her mobility and CC. Timing will be very important for us, as going into a fight too quickly could spell our death almost instantaneously, due to our low defenses. However, entering a fight after most powerful abilities have been used, we can kill the enemy carries quickly and everyone else afterward with our team’s assistance. If assassinating enemy carries isn’t working out, split pushing is also another option for us, since we’re great at dueling, and have good mobility. If left unchecked, we can take multiple towers quickly, allowing us to threaten the enemy team in multiple ways.

In the Late Game, everyone will usually be grouped together fighting for control over neutral objectives and towers. Qi falls off at this stage of the game because assassinating carries becomes much more difficult with everyone being grouped together. Split pushing is not as effective as it was in the Mid Game because of the extremely long death timers. If our team were to die while we were split pushing, the enemy team could end the game and we wouldn’t be able to stop them. If we died while split pushing, the enemy team could force our team to fight 4v5, which can also make us lose the game. Jumping into a full team while having low defenses makes us very vulnerable to dying so we have to be even more careful when choosing how we will engage. We can also focus on protecting our ally carries if killing the enemy carries seems too dangerous. However, if the enemy has a Late Game Carry and the opportunity presents itself, we must take it without hesitation because even if we die after killing them, it will be well worth it because they can outperform us in the team fight, meaning their life is worth more than ours, currently.


PROS


  • Great Burst Damage
  • Good Duelist
  • Good Mobility

CONS


  • Very Ult Reliant
  • If Ult 2nd effect isn’t triggered, Qi loses some mobility and burst damage
  • Hard to kill carries Late Game

raz

A highly mobile, magic damage, melee assassin with one long-range harass ability.


A highly mobile, magic damage, melee assassin with one long-range harass ability. Raz is a tricky champion. On one hand, his harass and burst potential are immense, the mobility is off the charts, and the amount of control is the stuff of legends. On the other hand, his mobility must be practiced to the point where it becomes instinct. He is squishy and yet at some point, he has to dive into the enemy team. Because of that, he is one of the most difficult heroes in Arena of Valor. However, this exactly makes him incredibly rewarding for any player who manages to master his skill set. He can be played in the Mid Lane.


Arcanas And Enchantments


A nice Arcana setup for Raz would be:

  • Flurry
  • Violate
  • Benevolence

Flurry adds additional Attack Speed and Magic Pierce. The attack speed will allow us to attack our Passive Ability auto-attack animation faster and do more damage with it. The Magic Pierce will increase the damage of all of our abilities since we will penetrate the enemy’s defenses easier.

Violate increases our Magic Pierce and Magic Damage. Both of these increase the damage of all of our abilities, allowing us to do even more burst damage and become a bigger threat to enemy carries.

Benevolence adds more HP, Movement Speed, and HP Regen. The HP gives us a bit more survivability, especially since we are fragile ourselves and have to get up close for the kill. The Movement Speed lets us roam faster and gank more efficiently which is perfect for Raz. The HP Regen restores our HP faster so we can fight more frequently without having to recall.

A great Enchantment build would be:

  • (Yellow) Axe of Sacrifice, Blessing, Holy Thunder
  • (Red) Raging Inferno, Deadly Claw

Axe of Sacrifice increases our damage but also increases the amount of damage we receive. It’s a double-edged sword but benefits us greatly since the enemies we attack are usually dead before they can fight back.

Blessing increases our Ability Power, which increases the damage of all of our abilities. This makes us burst for even greater quantities of damage.

Holy Thunder does bonus Ability Power damage when we hit an enemy hero with an auto-attack or ability. It has a cooldown but the cooldown is reduced every time we hit the enemy. This Enchantment works well with Raz’s S2 since we will be poking at enemies a lot, making our poke damage even deadlier.

Raging Inferno burns the enemy for additional damage based on our Ability Power. Since all of our items add to Ability Power, this works well and will hurt the enemy a lot, making it easier for them to be burst down.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage increases our auto-attack damage by a bit, but our main focus is the Ability Power increase since that will make us even stronger.


Item Build


A great item build for Raz would be:

  • Gilded Greaves
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Arctic Orb

If the enemy team has heroes that rely on healing effects heavily, e.g Peura, Marja, etc. we can take Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to clear our lane as fast as we can but Raz’s wave clear is not the best. Hopefully, your support will be helping you clear the lane, if not the enemy mage will probably clear their wave first, making your roaming a bit tricker and more intimidating since you don’t know their whereabouts. However, if you do manage to get to push out first, you want to gank your side lanes or check the enemy Jungle to see if you can reveal their location or potentially steal a camp away.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Abyssal Dragon, Dark Slayer and towers. As Raz, we will be at our peak efficiency and we just want to focus on killing the enemy carries, which are usually the Marksman or Mages. In team fight’s we want to try to flank from the side or from behind to have easier access to the carries so you can quickly burst them down. If that’s not possible, we can just poke the frontline repeatedly with our S2 and when the opportunity presents itself, we can Flicker Ult onto the carries and kill them.

In the Late Game, each team will be grouped as 4-5 players and fighting for control of Enraged Abyssal Dragon, Dark Slayer, or towers. Assassinating carries becomes a bit more difficult when everyone is grouped together. However, if the enemy Marksman is a Late Game one, it’s worth it to give our lives in exchange to kill them because they out damage us at this stage of the game. We can still burst them down with ease if the opportunity arrives but we must take extra care because messing up an assassination can easily cost us our lives and throwaway our chances of winning.


PROS


  • Good damage and poke. AP scaling of Raz’s ultimate and ability to land Power Surges from a safe distance is really shining through. There is an indirect component in Power Surge as it slows down and reduces the magic resistance of an enemy, and by doing so enabling some other team member’s skill shots to wreak havoc.
  • Mobility. Landing a skill shot on Raz during the encounter is exceptionally hard as his Passive’s built-in movement combined with a Rising uppercut and Explosive KO make him not a “moving target”, but rather an “all-over-the-place” target.
  • Crowd control. Raz in melee range of an enemy team brings absolute chaos pushing people left, right and upward.

CONS


  • Squishy. Raz is a melee assassin, which means he will dive in eventually, but considering his builds are mostly AP oriented, and no survivability built in his skills, plus he is good at diving in, not so good at falling back… all this means Raz is dancing on the edge of a blade every time he decides to use anything other than Power Surge from a safe distance.
  • Steep learning curve. Let’s not beat around the bush, Raz is extra difficult to learn to play, at least compared to other champions. A most important skill to learn is to decide when it is opportune to dive in, and in order to do that effectively, you need to know all other champions on the field as well as make tons of calculations every second before and during the fight.
  • Positioning. There is a great benefit in Raz’s passive, but sometimes it can betray and place him just under, let’s say turret range, and in crowd control range, basically spelling death for him.
  • Hard to land S2
  • Combos take high mechanical skill

Additional Thoughts


Power Surge is the focus of this build, enabling you to play safely in laning phase and collect the much-needed XP and gold without too much interruption. Take the solo lane, be greedy, take as much experience as possible, squishy melee champions are not fun, or useful for that matter when playing from behind. Play it safe and abuse range of Power Surge for either minions or unrelenting harassment, build up advantages however small they are. Sometimes it is useful not to be aggressive when engaging, thus building up a picture in your opponent eyes of you being a passive one, but in actuality, you are waiting for the right moment in form of an incoming jungler or proximity to your tower, and then flipping the switch, changing from long-range artillery into an aggressive pounding predator.

Raz is an opportunist, be it on the offensive or the defensive. In the offensive, wait for your tanks and warriors to engage and take the initial fire, while you try to flank the enemy and focus on taking down enemy marksmen or mages. Try to round them up with Explosive KO and follow through with Rising Uppercut. If you have time to deliver a normal attack, do it, but not so much if your team does not have some good CC, you’ll need someone to cover your squishy a**.

On the defensive, pummel down Power Surges adding some DPS harassment and CC while waiting for the enemy to engage on to your marksmen/mage, then take them down with the help of your primary damage dealers, but only after that chase ends.

is really potent when executed by Raz. Explosive KO can put your foes in their place, at your tower or in range of an allied ultimate. Rising Uppercut can assist greatly in holding them in place.


roxie

She has tons of sustain built into her skill set. This allows her to remain in lane for prolonged periods of time…


She has tons of sustain built into her skill set. This allows her to remain in lane for prolonged periods of time. Other than that, she can easily escape ganks thanks to her second ability which provides Roxie with shield and bonus movement speed. Lastly, her ultimate can be a complete game-changer – being able to pull and drag an enemy towards your team can turn the tide of battle. Still, other than having a speed increase from her shield, Roxie doesn’t have any mobility skills whatsoever, which can leave her prone to kiting. She can be played in the Slayer Lane.


Arcanas And Enchantments


The ideal Arcana for Roxie is:

  • Flurry
  • Benevolence
  • Violate

These Arcana give us Ability Power, Attack Speed, HP, HP Regeneration, Movement Speed, and Magic Pierce.

Ability Power increases the damage of our S1 and Ult, allowing us to still pose a threat to the enemy whilst being very durable.

Attack Speed increases our damage with auto-attacks and synergizes nicely with our Passive Ability since we can get to our 3rd auto-attack faster.

The HP makes us more tanky and able to sustain more damage against all damage sources, including True Damage.

The HP Regeneration restores our HP faster, so we won’t have to always recall to the base to regain our HP.

Movement Speed allows us to roam faster and works well with our S1 since the flames leave a trail wherever we walk. Being faster makes it harder for enemies to keep up with us and they take damage for a longer period chasing after us.

Magic Pierce increases the damage of our S1 and Ult, letting us partially ignore the enemy’s Magic Defense so we can do more burst damage against priority targets.

A great Enchantment build for Roxie would be:

  • (Red) Devourer – Bone Cutter – Desperate Duel
  • (Blue) Enhanced Restore
  • (Yellow) Sacred Bead

Devourer restores our HP and Mana by a percentage whenever we score a kill or an assist. This helps us last longer in team fights and also helps with our very large Mana consumption, due to our S1.

Bone Cutter increases our Resistance, reducing how long CC effects us for, giving us more freedom when enemies are CCing us. This helps a lot, especially since we will usually be in the frontline during fights.

Desperate Duel provides us with stacks each time we auto-attack or use an ability on an enemy hero. The stacks increase our Movement Speed for each stack we have and we can get up to 10 stacks. Once we get 10 stacks, part of our missing HP is recovered immediately and we gain Armor Pierce and Magic Pierce. Since we excel in long battles, this will make us even better at them and allow us to fight for even longer.

Enhanced Restore recovers part of our HP and Mana immediately. This is extremely helpful to us, especially in the Early Game because we can run out of Mana very easily at that stage. It also helps us sustain in the laning phase and can even help later on.

Sacred Bead increases our Cooldown Reduction of our Ult and since our Ult is extremely potent and game-changing, we want to have it available as often as possible.


Item Build


An ideal Item setup for Roxie would be:

  • Leviathan
  • Gilded Greaves
  • Frosty’s Revenge
  • The Aegis
  • Gaia’s Standard
  • Mail of Pain

If we’re up against a team that has a lot of restoration effects, we can exchange our Mail of Pain for Tome of Reaper to reduce their effects…


Gameplay Tips


In the Early Game, we want to clear our lane as fast as we can so we can scout the enemy jungle to see which side they started on. If they started on the opposite side from us, we can start stealing small camps since we take Punish. This will deny their level 4 and since the enemy Slayer Lane hero most likely won’t have Punish, they will have a hard time stopping us from doing so. Once Spirit Sentinel spawns, we’ll want to take that as well. We shouldn’t waste time ganking for Mid Lane until we get to level 4 to get our Ult. Once we have our Ult, we can start roaming to help other lanes more often.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of towers, Abyssal Dragon, and Dark Slayer. Roxie will be very strong at this point in the game and able to sustain a lot of damage while also dishing out damage. Landing an ult on a priority target may prove difficult but if you can, it nearly guarantees your team a won team fight or a neutral objective. You can frontline, or you can flank the enemy in team fights, making Roxie very versatile with her fighting options.

In the Late Game, both teams will be grouped as 4-5 players and fighting for Dark Slayer, towers, and Enraged Abyssal Dragon. Roxie will still be pretty strong at this stage of the game, due to her sheer tankiness from items. However, damage-wise she will fall off. You will still want to view team fights the same way as you did in the Mid Game. However, we can also opt to protect our ally carries if the other two options are giving us difficulty. Ulting an enemy who’s diving your backline can spell instant death for them and a second chance at life for your ally.


PROS


  • Great sustain. The combination: passive + 1st skill – for healing, and shield from 2nd skill, Roxie is equipped to take some heavy damage while maintaining high HP. On a plus note most of her abilities one way or the other scale with Max HP.
  • Great escape. 2nd skill, Blazing Shield, provides a shield and movement speed. In combination with 1st skill Roxie can get away with stuff other Arena of Valor champions can only dream off (smart enemies wouldn’t want to step on Wild Fire).
  • Ultimate. When you hit the enemy with this ability, for the next 2.5 sec it will disable a target and you can pull him/her back to your team. Every ability affecting enemy position is not to be ignored, this one in particular. If executed well it can end the team fight before it begins.
  • Deals a lot of Magic Damage as a Warrior, making defensive options for the enemy trickier

CONS


  • Ultimate. Relatively long cooldown, single target, short-mid range. With all the potency it brings, an enemy that is cautious will be extremely difficult to hit.
  • Cannot afford to fall behind because eventually, Roxie must be able to absorb huge amounts of damage. If behind in levels or items, this will be difficult.
  • No existing engage/prone to kiting. If allies are trying to engage while the enemy is disengaging, except for ultimate, there is little Roxie can do. Roxie skill-set is made for disengage, otherwise, her utility is questionable.
  • Hard to kill anyone on your own

Additional Thoughts


Avoid combat with enemy champions, not even to help allies before LVL 4. Instead, focus on clearing the lanes and in downtime take some jungle creeps, while constantly disengaging and moving away from the enemy. If some enthusiast wants to fight while moving over Wild Fire, make sure to treat them with Execute once they are under 15%. The best position for Roxie is invading and stealing enemy jungle monsters because she is constantly in a position to use her strong side, that is – escaping the enemy team. However, executing this role is also very dangerous and requires you to “read” the mini-map very well. Don’t remain in opposing jungle for far too long. It is predictable and the enemy can “read” you and set you a trap. Instead, try to push lanes and if you notice the enemy jungler on the other part of the map, hop into his jungle and clean it up. Once Ultimate (Agnie’s Grasp) is available (sync its cooldown with Execute), time to be more aggressive. If the enemy is roughly at 50% health grab and drag him across your Wild Fire and finish him off with Execute.

Approach the combat from the side of your team. Flanking can sometimes be an option as well. Coming from behind the enemy team is not the best choice because of your main role in combat, and it is a “simple” one: to hit the main target with your ultimate and drag him toward your team so they can execute on the opportunity. The mechanics of this task are simple but the responsibility is over the top. Those few seconds are almost all that is important about Roxie, as, for rest, any decent opponent will know how to handle, but being hooked and dragged toward allies is not something most champs can handle.

Prioritize Wild Fire, this is Roxie’s main damage ability and the one everything revolves around.


sephera

If you enjoy playing a support that offers a lot of safety, then Sephera is the hero for you…


Sephera gameplay

Sephera is a mid-lane mage that excels in dealing damage while healing her allies with water. She can also be played as support since she has a lot of healing and a decent amount of crowd control. However, she is a bit hard to utilize since her second ability requires good positioning and timing.

If you enjoy playing a support that offers a lot of safety, then Sephera is the hero for you. She can safely poke enemies from a distance, her passive will constantly heal her teammates while damaging enemy heroes, and she also has decent crowd control abilities. But that’s not all, thanks to her ultimate, she can safely reposition whenever she’s in a dangerous situation, and provide additional healing for her team.


Skills


Whenever Sephera uses any ability, she heals an ally while also damaging an enemy. The passive can be used to poke enemies or heal up allies. The first ability sends out up to 3 water spirits that damage and slow enemies. She also gains an enhanced auto-attack that reduces the cooldown of all her abilities by 1 second. This is her main ability and should be prioritized when you level up. Her second ability speeds her up and summons a wall of water that stuns enemies caught inside of it. This skill requires you to have amazing positioning to maximize its effectiveness. Also, this ability is her engage. Her ultimate turns her invincible and after a short time, she damages all enemies in range while healing all of her nearby allies. This ability is great for disengaging or saving an ally’s life.


Arcana and Enchantments


  • For red arcana, going with Violate will boost your damage but if the enemies can easily burst you, then taking Indomitable might be more beneficial since it provides tanky stats.
  • For purple arcana, you can either go with Benevolence or Guerrilla. Benevolence provides her with HP and movement speed, while Guerrilla grants more movement speed for faster roams. Having movement speed on Sephera is very crucial since she doesn’t have any dashes and it really improves her roaming and ganking capabilities.
  • For green arcana, take Flurry to improve your magic penetration. You could also go with Valiance to boost your survivability.

As for enchantments, go for Mana Refill, Holy Verdict, and Sacred Protection/Holy Thunder. Sephera is a very mana hungry mage so Mana Refill is almost always a must on her. Holy Verdict boosts magic penetration, leading higher damage output.

Sacred Protection provides her with better survivability while Holy Thunder boosts her damage. Take Sacred protection when you feel like you need it or else you might feed.

You can also go with River Treader, Regrowth, and Forest Wanderer for better ganks. River Treader and Forest wanderer work together in improving her roams, since she’ll be faster in the river and slow the enemies when she hits them. Regrowth is there to boost the healing that you’re doing.


Item Builds


As a Sephera, focus on getting a cooldown reduction. If you are going mid-lane, you should start off by getting Gilded Greaves or Flashy Boots so you can roam better. After that, Berith’s Agony is a must on her since her passive can easily stack the item’s passive. Next, you most likely want to go with either the Apocalypse since it synergizes well with your enhanced auto-attacks or Tome of the Reaper if the enemies have a lot of healing. Getting Hecate’s next will boost your damage a lot. Finally, if you need better survivability, get Arctic Orb or if the enemies have a lot of magic defense then Staff of Nuul wouldn’t be a bad call either.

Support Sephera builds differently if you’re planning on going for more of a utility or damage playstyle. Damage playstyle uses the mid-lane build except it has support item. However, the utility playstyle goes with support item, boots, then Frosty’s and Frost cape for more slows, Tome of the Reaper for heal reduction, and Berith’s Agony for extra damage.


Gameplay Tips


As a Sephera, you should always be roaming. Her early game is very weak. She’s very item dependent, so try to farm up. During the mid-game, she starts getting some damage. However, her super insane damage comes in the late game when she has most of her core items. Try to spam her abilities when you’re low on health and always hit something with her enhanced auto since it lowers all of her cooldowns. Since her second ability is very unique and a little hard to use, practice a lot and learn the timing so you know exactly when to use it so you arrive there just as the wall stuns. Don’t waste your ultimate since, without it, you’re very vulnerable. Also, always remember that Sephera is a mana hungry mage. Try to ask your jungler if you can have the blue buff since it really boosts her power.


PROS


  • Insane late game damage, combined with her low cool-down first ability lets her carry the late game.
  • Her healing scales pretty well as the game goes on, and again, her spammable abilities allow for insanely quick healing.
  • Sephera has a very safe playstyle. She pokes with her first skill and passive and has a really nice disengage.

CONS


  • Sephera’s early game damage is quite awful.
  • She lacks mobility besides the speed up from her second ability.
  • Her second ability is hard to hit and requires a lot of practice before it can truly be utilized optimally.

superman

Great burst, tons of health, high movement speed, tons of control…


Great burst, tons of health, high movement speed, tons of control. Still, slow effects are his Kryptonite, and sometimes, his knockbacks can bring more harm than good. However, if the player is really skilled at playing this hero mechanically, and knows how to work with allies to set up fights, in that case, Superman can be truly amazing. Scroll to the top to find Superman in arena of valor tier list.


counters


Superman counters Brunhilda, Ishar, Tel’Annas, Yorn, etc…

He is countered by Aleister, Murad, Annette, Zip, etc…

Superman synergizes well with Alice, Krizzix, Ignis, Valhein, etc…


Arcanas and Enchantments


Wonderful choices for Arcana would be:

  • Indomitable
  • Benevolence
  • Skewer

These Arcana give us HP, Armor, Attack Speed, HP Regen, Movement Speed, Attack Damage, and Armor Pierce.

HP increases our overall survivability against all damage types, especiailly True Damage. It also synergizes well with Armor and Magic Defense, which we will be building a lot of.

Armor reduces the amount of Physical Damage we receive, which helps out a lot since most damage dealers in a common team composition are mostly Physical Damage dealers, making it extremely effective when protecting ourselves.

Attack Speed increases our overall damage output with auto-attacks. It doesn’t help out Superman too much but extra damage never hurt anyone.

HP Regen restores our HP faster so we won’t need to recall as often, giving us more time to farm, team fight, skirmish or duel enemies.

Movement Speed synergizes extremely well with Superman since we rely heavily on moving to use all of our skills. It also makes our MS buffs even more effective, while increasing our roaming, ganking and escaping efficiency.

Attack Damage increases the damage of our auto-attacks and our S1 and S2.

Armor Pierce allows us to partially bypass the enemy’s Armor to deal increased damage against all heroes, especially enemy carries. We will penetrate a larger portion of their defenses since they don’t have much to begin with, nor do they build it through itemization.

An ideal Enchantment setup for Superman would: be:

  • (Red) Devourer — Bone Cutter — Devil’s Awakening
  • (Green) River Treader — Nature’s Gift

Devourer restores our HP partially for each kill or assist we score, making us a lot more durable, especially in winning fights.

Bone Cutter increases our Resistance, making CC last a shorter duration on us. This helps a lot, especially since we lose our energy running charge whenever we get CC’d.

Devil’s Awakening reduces the cooldown of our skills when we use our Ult, and we rely heavily on our abilities to deal damage or disrupt enemy heroes in team fights. It also gives us more access to our CC immunity, which in return will allow us to use our skills more often since we won’t be interrupted as easily.

River Treader increases our HP Regen and Movement Speed while in the riverbed and we will usually go through the riverbed to roam, allowing us to utilize this Enchantment to its maximum potential.

Nature’s Gift increases our HP by 8 for each stack we get and we can get up to 100 stacks. Each time an ally minion or neutral monster dies nearby, we gain stacks, which makes it a very easy job to stack them since minions die all of the time.


Item Build


Item Build An awesome build for Superman would be:

  • Gilded Greaves
  • Rankbreaker
  • Odin’s Will
  • Mail of Pain
  • Gaia’s Standard
  • Blade of Eternity

If Blade of Eternity runs out of uses or is on cooldown, we can swap it out for a Death Sickle so we still have a way to negate our death for the time being.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can so we can begin roaming to help out allies or scout the enemy jungle. We have extremely great wave clear with our S1 and high Movement Speed as well, so we can roam quickly. Flanking the enemy allows us to push the enemy into our allies, increasing our chances of picking up kills for ourselves or our allies.

We don’t really have any issues laning against most Slayer Lane heroes since they will have a hard time catching us and the way our abilities work, makes it really hard for the enemy to retaliate to our attacks. We might not be the best duelist but we definitely will rarely ever be able to die in a 1v1 scenario.

In the Mid Game, both teams will be grouped as 3-5 players, contesting for Abyssal Dragon and Dark Slayer. We will begin to shine even more here and can greatly disrupt team fights. Even though we build mostly defensively, we still have kill potential on enemy carries if their team doesn’t stop us from repeatedly shoving them. However, this is exactly what we want. By threatening the enemy carry, it will either force them to focus on us, letting our team freely attack without worry or if they ignore us, the enemy carry will die.

It’s a win-win situation that will take some proper execution, good timing and skill to pull off, but if we do, the results will be well worth it. If team fighting doesn’t seem like it’s working out too well, we can also split push. We might not have the best dueling capabilities, but we can definitely clear waves quickly, while being able to swiftly return back to our team so we don’t miss much action.

However, the same can’t be said for the enemy Slayer Lane hero. While they slowly walk by to their lane, we can initiate a fight 5v4 or even start an objective on the other side of the map with our team since we have a man advantage.

There’s even a somewhat risky but cool trick we can do since we can walk so quickly, we can flank from behind the enemy tower, take about 2-3 tower shots in the process but shove priority targets from under the safety of their tower to our team. Most teams won’t expect this sort of flank since Superman is only one of the few heroes who can comfortably do something such as this.

In the Late Game, both teams will be grouped as 4-5 players battling for Enraged Abyssal Dragon, Dark Slayer and towers. Superman will still be effective due to his utility through his Movement Speed and CC. Normally, most heroes wouldn’t be able to split push this late into the game because it takes a while to walk back from one lane to another to join our team.

However, Superman can still comfortably pressure side lanes while being able to roam back to our team in time to fight. We just have to make sure that the enemy isn’t fully in the position to fight and that it will actually be worth going for such a risk. Sometimes it’s necessary when we’re going against team compositions that are better than our team at team fighting.

There’s not much point to go into a 5V5 fight that we know we will most likely lose and roaming to side lanes to apply some pressure can break up the enemy team’s formation, giving our team a window of opportunity to take advantage. We also can focus more on protecting our ally carries if needed, since we can repeatedly push targets, they will have a hard time staying on top of our carries.

Lastly, we can simply continue diving and flanking the enemy carry. Some methods will be more effective under certain circumstances; however, having a hero that can meet these many needs makes them versatile and very useful.


PROS


  • Best roamer in the game. If you are looking to annoy and slay opponents from start to finish, Superman is the choice. At start harass the enemy jungler and make his life hell, after that just roam and be a nuisance wherever you appear, if that’s your jam Superman is number 1 pick for you.
  • Good initiator. All 3 of his skills are good for initiating a fight, as long as you are in Flight. It is best to use Kryptonian Strength to run through the enemies’ ranks and deal quite a lot of damage to the backline.
  • High burst for a tank, if you initiate with Kryptonian Strength and hit with both attacks you can deal quite the damage. You can also initiate with Speeding Bullet and follow up with Kryptonian Strength.

CONS


  • Hard hero to play with him on the team. His gameplay is a lot different than any other hero, you’ll need some time to get used to it.
  • Hard to master. Prepare to play a large number of games before reaching the level where you can play Superman in ranked.

Additional thoughts


Kryptonian Strength is a major Superman’s tool for

In order to properly play Superman in flight mode (a more important one), one must think of him as a flying gun. In-flight mode, there are NO skill-shots in the traditional sense (check notes about “Flight” – Superman’s passive, for more info).

During the laning phase, use Kryptonian Strength whenever possible but know that it is imperative to land as many of those as possible because it has a long cooldown. Use it as harassment if you are up against lane opponent. However, when roaming/ganking, approach from behind the enemy and push him toward the ally, fall back until you enter the flight mode again and use ultimate for the additional push, retreat again and if the Kryptonian Strength is ready, use it for an additional push. Save Man of Steel for purpose of retreating. Being able to cleanse slows/control at the right moment is crucial. Learning to play Superman will take some time so, make sure to invest a lot of time before deciding to join ranked games.

There is a common notion that Superman is there to ruin someone’s game, enemy or ally. Aside from everything we already mentioned about him, while playing this champion there is one crucial aspect we must consider. The fact is, there are a lot of other champions with telegraphed abilities (an ability that marks the ground a few moments before it lands), champions like Azzen’ka, Lumia, Ignis, Maloch and others. Because we want to spend as much time as possible in Flight mode, during which all of the abilities will knockback, it is extremely important to pay attention to your allies’ actions and predict when they are casting one of those important ultimates. Because this is something that has to be considered on a case by case basis, and because of that we cannot tell you how to do it properly, instead, the only thing we can tell you is to make sure to have a lot of experience with not just Superman, but also to know other champions and how they are played in order to predict their actions.

Considering everything said in here, it is clear that Superman is a high skill champion, from movement, positioning, predictions of allied actions and much more, the number of factors influencing his gameplay is enormous. Thinking about everything may be to slow process, instead, if you want to play Superman, make sure to have so much experience that decisions become instinctual.


tel’annas

An ability to increase range, for a marksman of this caliber, that sort of ability is too good…


Tel'annas gameplay

An ability to increase range, for a marksman of this caliber, that sort of ability is too good. Her lacking in the mobility department is compensated with long-range stun (which is quite useful for engaging) and increased effectiveness playing alongside ally. If the enemy team lacks mobility/is prone to kiting, then Tel’Annas’ value skyrockets.

PROS

  • All of her abilities have crowd control/slow built-in. Paired with her range, Tel’Annas can kite enemies effectively. This is also useful for chasing enemies, for you can almost make them immobilized.
  • Tons and tons of damage. With the right set of items, Tel’Annas is a fearsome foe and everyone will think twice before rushing into the enemy team with her around. She can melt even the tankiest of foes with ease.
  • Long-range abilities. All of her abilities have a longer range than most heroes so you can stay all the way back and you’ll be safe while still being actively involved in a fight.

CONS

  • Tel’Annas is squishy like most marksmen and you need to keep her safe and play carefully.
  • She has no means of escape, so you need to take the Flicker talent. This is particularly useful when the enemy team has one or two gap closers. More than that and you’ll have to rely on allies for help.

Priority for leveling skills as Tel’Annas: The Morning Star should be your first choice.

Since Tel’Annas is weak early in the game, you need to be extra careful. You can’t deal a lot of damage and you can’t tank any damage but you still have your range and that is a straw you need to hold on to. At least until you get some better items and unlock your ultimate. Stay back, all the way back to the tower and defend if you must. If you have a friend with you, be bolder and poke the enemy whenever the opportunity arises. If you are sure that you won’t be ganked (foes dead or far away from you) use your range to poke the enemy tower with Morning Star. Make sure you stay just outside the range and you can shoot the tower with it.

You can actually initiate team fights with Tel’Annas as soon as she gets her ultimate. It has an awesome range so you can hit some unaware foes with it and stun them. If your team moves up,  follow behind them if they don’t pull back. You can also let the enemy initiate and the pattern is the same. Use your ultimate, The Morning Star is your next move, and you can spam normal attacks from afar while slowing the enemy. You can use Penetrating Shot, or you can save it for running foes. If the fight is going in your favor, be more aggressive and lower the gap between yourself and their backline, so you can slow them in case they try to retreat.


teemee

The ability to generate additional gold simply by being around is often overlooked…


The ability to generate additional gold simply by being around is often overlooked. This extra gold will add up, and it can provide TeeMee’s team with a noticeable advantage. Other than that, TeeMee can zone the enemies fairly well with their Pooty Poots. This combined with Chain Lance can give their carries some extra breathing room, and if everything else fails, TeeMee can use their ultimate to save one of the allies or themselves from dying.

PROS

  • Good skirmisher. Good movement speed, damage, and stun on top of it makes Teemee great for ganks and skirmishes in general. However, you want to pair that up with someone who can reliably deliver damage like marksmen and assassins.
  • Strong bursts. Pooty Poots together with Chain Lance can produce some amazing moves, especially in the early game. Unique ultimate.
  • Resurrecting allies is a unique ability in Arena of Valor, yet it can be hit or miss. The strength of this ultimate is based on the strength of your allies, this is why you have to make sure they get strong earlier in the game.

CONS

  • Lack of consistency. Yes, Temee has good burst damage, but it needs to be charged up and cooldown, this is roughly 7-10 seconds between damage waves and it needs to be timed well.
  • Ultimate can be somewhat hard to land properly, especially with some burst heroes as enemies.
  • TeeMee relies on his team, so if they fall behind in the early game, chances are you won’t make any impact later on.

Prioritize Pooty Poots unless you have the ultimate available for taking. Pooty Poots is Teemee’s core ability for the entirety of the game and it is important to have it maxed asap.

Teemee’s passive makes him invaluable as a support in a duo lane with his team’s carry. Be aggressive early because Pooty Poots (PP) at this stage is huge. At the start choose one of two actions, one is to help your jungler with full damage Pooty Poots, or team up with allies to invade and disrupt the enemy jungler and make him work for those creeps. With level 2 you already have the potential to tower dive. One scenario is to stay in the brush, channel PP 2.5 to 3 seconds, use Chain Lance on to an enemy hero and stun him, wait a split second for PP to do its job, and retreat. This is a potent level 2 tower dive. If everything goes as planned your ally will follow up on it and create an advantage in the lane. Once Being a Bro is available, make sure to keep track of enemy damage in relation to your team’s and your own health, and use it like 1 and a half seconds before anticipating death. Make sure you take advantage of the roaming potential from increased speed, gap closing and control all packed into 1st and 2nd skill.

When engaging an enemy, start with PP and make sure to use Chain Lance at the 3rd second of the channel, because you don’t want to overlap the stuns, they should land in succession for a full 1+1.5 sec. If they overlap the difference can vary from 1.5 to 2.5 sec in total and it is roughly 40% variation in duration. Although Teemee does not seem imposing as characters like Cresht or Toro, or dangerous like Batman, the fact is if you get caught with Chain Lance and receive fully charged Pooty Poots in the face…you are as good as dead. The second part of TeeMee’s task is to be a guardian angel for his team’s squishies. Anticipate how long your ally can survive and use Being a Bro roughly 1.5 sec before you or he is about to die. Practically, land a good ultimate and see how team fights change from total loss to total domination.


thane

He is one of those defensive supports that are supposed to keep the enemy off your back…


He is one of those defensive supports that are supposed to keep the enemy off your back. Thane has good mobility, a nice amount of crowd control and great true damage ultimate. He is also very difficult to burst down, thanks to his passive. All things considered, he can do wonders in the hands of a skilled player.


Arcanas And Enchantments


Excellent Arcana choices for Thane would be:

  • Benevolence
  • Indomitable
  • Valiance

These Arcana gives us HP, Movement Speed, HP Regen, Armor, Attack Speed, and Cooldown Reduction.

The HP increases our overall survivability allowing us to protect our allies or engage better.

The Movement Speed allows us to roam faster, chase enemies quicker, or even escape from dangerous fights easier.

The HP Regen restores our HP faster, allowing us to restore HP faster so we don’t have to recall to the base as often.

The Armor reduces the Physical Damage we receive, allowing us to fight longer against enemies who deal Physical Damage, especially Marksman.

The Attack Speed increases our damage output with auto-attacks.

The Cooldown Reduction restores our cooldowns faster so we can use abilities more often. This helps out a lot when trying to engage, gank enemies, or protect allies.

A nice Enchantment setup for Thane would be:

  • (Green) River Treader – Regrowth – Explosive Shield
  • (Red) Devourer
  • (Blue) Arcane Whisper

River Treader restores our HP and Mana faster when we’re in the river. Since we will be spending a lot of time roaming throughout the river, this helps us stay healthy so we can fight more often and aid allies as much as possible.

Regrowth increases our healing and shield capabilities, which synergizes nicely with our Passive Ability healing and even Mother Earth Barrier since that gives all nearby allies, including ourselves a shield when activated. The healing will also make Devourer a bit stronger as well, alongside Explosive Shield, making this a great Enchantment that not only synergizes with our abilities but our Enchantment choices as well.

Explosive Shield gives us tacks every time we get hit by an enemy hero. Once it reaches 20 stacks, there will be an explosion around us that knocks nearby enemies up and deals damage based off of our Max HP. Since we’ll be the frontline and engaging a lot for our team, we will take a lot of damage, making this Enchantment easy to activate for Thane.

Devourer restores our HP and Mana whenever we get a kill or assists, which helps our survivability even more, especially in a winning battle. It also synergizes well with our Passive Ability healing since they’re both percentage healing effects.

Arcane Whisper reduces the cooldown of our Talents, letting us use our Heal or Flicker talent more frequently. If we have access to Heal more often, we can save our allies’ lives by restoring their HP partially. If we have Flicker up more often, we can engage even easier or use it as an escape to save our own lives.


Item Build


An awesome item build for Thane would be:

  • Gilded Greaves
  • Mother Earth Barrier
  • The Aegis
  • Gaia’s Standard
  • Mail of Pain
  • Medallion of Troy

If we’re against enemies with stealth or invisibility, we can take Mother Earth Magic Eye instead so we can reveal their locations if they’re nearby, even while hidden.

If we’re against a hard CC oriented team, we can take Mother Earth Cleanse to provide CC immunity and removal for ourselves and our allies.


Gameplay Tips


In the Early Game, we can start by helping our Mid Laner clear their lane as fast as possible so we can roam and gank side lanes or scout the enemy jungle to potentially steal a buff, camp, or simply reveal their location so our team can know the enemy’s gank path. Another way we can choose to start is to invade the enemy Jungler’s blue buff since most people start at blue and if they’re there, we can shove their buff out of their spawn range, making it reset and delaying their clear time. It’s a lot riskier to start this way but if the opportunity presents itself, it can be worth taking the risk if the odds are in our favor.

In the Mid Game, both teams will be grouped as 3-5 players fighting for control of Abyssal Dragon, Dark Slayer, and towers. Thane will be very tanky and able to engage or protect allies well with his S1. His Passive Ability healing effects surprise enemies quite often, making them think they can kill him when they really can’t. Waiting in a bush with your team near a neutral objective can allow you to S1 enemies into your team to separate them from their team, which will most likely score your team a nice kill, putting you in the position to win the game easier.

In the Late Game, both teams will be grouped as 4-5 players, battling for control of towers, Dark Slayer, and Enraged Abyssal Dragon. Thane will still be extremely durable and should focus more on protecting ally carries over engaging, unless it’s an engagement that will most likely work out in your team’s favor. Thane is one of the few tanks in the game that is capable of finishing off multiple enemies as a support because of his Ult. The Passive Ability also lets us tower dive with ease if necessary from the damage reduction and healing effects.


PROS


  • Exceptionally tanky character. Thane’s passive provides a massive amount of regen just when you need it, below 30% hp. This can fool people into thinking you are almost dead and will lead them to try finishing you off. It is an excellent tool for baiting.
  • Disruption. Displacing multiple enemy champions is a great way to make an impact on the game.
  • AoE damage. Thane has an ungodly amount of AoE damage, if well placed and multiple targets get hit, it can catch the enemy team off guard.

CONS


  • Disruption. Displacing enemies can have both a positive and a negative (pushing enemies outside of your team skillshots) impact on team fights. This puts pressure on your decision making, timing, and positioning.
  • Mana sustain issues. If played well you will be returning to base mostly to replenish mana, not so much health.
  • Low Mobility.
  • Not easy to land S1.
  • Ult is lackluster in a losing battle.

Additional Thoughts


As soon as you gain level 2 start skirmishes, either in your lane or by ganking another lane. Engage combo is straightforward, Valiant Charge into Avalon’s Fury and finish it off with King’s Glory. Pay attention to heroes with high mobility such as Tulen, Aluriel, or those with Flicker talent in general, since they can blink to the side and avoid being hit by your ultimate. If you are ganking usually it is a good idea to come from behind your opponent and push them toward your ally. This is not a great idea if a said opponent is much stronger than your companion and can take him out in one combo. In that case, make sure he dies while under crowd control. It is advisable to flank an enemy when charging. The negative side of flanking is, you must pay special attention to allies’ important abilities that deal damage in a line, like Natalya’s ultimate, or an area like Azzen’Ka’s ultimate. Basically always take into consideration who your partner is.

It is important to know your strength compared to the enemies. If you are behind in farm and levels, your job excludes straight up tanking. Instead, you try to pick out targets for a single target burst and protect allies by controlling the enemy team. Options are limited because when Valiant Charge ends, you cannot afford to be in the middle of an enemy team. If, however, you are not behind and your items are properly adapted to the enemy team, things are dramatically different. Other than controlling enemies by Pushing people away, you get the option to soak up damage, slowing them down with Avalon’s Fury, then walking past them and Valiant Charge them toward your team. If done properly this can split up the enemy team for the price of you taking some damage in the process.

Prioritize Avalon’s Fury as it deals a good amount of AoE damage, knocking the enemy up and slowing them. Take the Ultimate whenever you can.


the joker

While playing The Clown Prince of Crime in Arena of Valor, you are guaranteed to have a good laugh…


While playing The Clown Prince of Crime in Arena of Valor, you are guaranteed to have a good laugh. He is perfect for toying with your opponents, harassing them from a safe distance, outsmarting them, and generally luring them into a trap. His Killing Joke is probably the most efficient poking ability in the game, and it is also great for clearing minion waves. His main weakness are heroes capable of dealing a lot of magical damage, but against heavy physical oriented setups, he’s almost guaranteed to have the last laugh. Use the filter at the start to find Joker’s placement in aov tier list.

PROS

  • Pick a Card, Any Card is a great escape tool against ganks. Use it after the enemy rushes you, to run away, and if you have a Canned Laughter use it to confuse the enemy and make yourself invulnerable.
  • His harass ability is the stuff of legend. Since he is pretty mobile for a marksman he can poke enemies from a safe distance with ease. Canned Laughter and the Killing Joke make it even easier.

CONS

  • Because Joker relying heavily on cooldowns, he is lacking some of the sustained damage.
  • Squishy, like most marksmen. He can’t survive an assassin or a warrior burst without some defensive items.

The Killing Joke first, it’s a basic tool for laning and poking enemies

The Killing Joke is your main ability to use in lanes. With it, you can poke enemy heroes from a safe distance and clear minion waves successfully. If the enemies are ganking you use Pick a Card, Any Card to escape, otherwise, you can use it against heroes with physical damage to trade in some damage. Joker should be always used in a lane, never in the jungle because harassing is his middle name. You can also push towers with ease after you deal with the enemy hero.

In team fights, you stay in the backline, save the Canned Laughter in case the enemy tries to rush the backline. Use auto attacks and The Killing Joke for damage. In case the enemies don’t go for the backline, feel free to use Canned Laughter as it’s a great slowing ability. Make sure to use it on squishy heroes, because it deals physical damage like all other Joker’s abilities.

Fun Fact: Batman is a direct counter to Joker!


tulen

Mage with great damage and mobility, oppressive from the first minute to the last…


Tulen gameplay

Tulen is one of the best Mid laners in Arena of Valor because of his ability to kill opponents quickly and effectively. He is sometimes played in the jungle as well for his snowball potential in the early game. His main strength lies in the early game but he is formidable in the late game as well. Thanks to many adjustments, it has gradually become easier to play him, so even beginners can perform well.

Mage with great damage and mobility, oppressive from the first minute to the last. A decent range on spells and triple leap makes Tulen hard to catch. While kiting or chasing he can deliver tons of damage. Tulen’s major downside is his range. In order to maximize the damage potential, he needs to be somewhat close to the target. Obviously, this by itself is not that bad, but in practice, it can lead Tulen into overextending. If the player is a great decision-maker and keeps good track of his enemies, this won’t be much of a problem.


Skills


Tulen, his Passive “Thunderclap” consists of lightning bolts which are triggered after charging 5 stacks. Whenever he hits an enemy or minion with any ability, he gets 1 stack. If multiple lightning bolts hit a single enemy, the damage of the bolts is reduced by 20%.

The trick with his passive is that if you use abilities directly in front of your opponents and not from far away, they give 2 instead of 1 stack. Also, if you use the S1 + S2 combo correctly, you can get up to 5 stacks at once. The important thing is that during the game you should always have the lightning bolts active at 4 stacks before a fight so that the passive can trigger immediately.

Tulen’s first ability “Ion Blasts” shoots 3 ion blasts which cause damage to the opponent. Each blast that hits an enemy gives him 1 stack of his passive. Since 3 ion blasts are shot, 5 stacks can be reached at once together with his 2nd ability. This ability is particularly strong in early game since the AP scaling for it is very high right from the start. But that’s the case with all of his skills.

His second skill “Lightning Strike” is a small dash that does damage at the position of the cast and its destination. However, enemies hit by both areas only receive 50% of the normal damage from the second hit. Also, enemies hit twice by this ability within 2 seconds are slowed by 90%. This slow effect decays in the following three seconds. As with all of his abilities, he gets 1 stack for his passives for each opponent or minion he hits while dashing. This ability can be activated up to three times.

His ultimate is probably the most interesting thing about his kit. It is a “finisher” skill designed to kill enemies. It adds 30% of the opponent’s missing HP as an extra damage, so it does more damage to opponents with less HP. If an enemy was killed by this ability, Tulen immediately gains his passive and the ability’s cooldown is reset by 80% so that it is available again after a few seconds (if the ultimate has been used, but the opponent dies before that, you will get the cooldown, but not the passive). However, this ability can be blocked by the opponents. This makes it harder to utilize. (Fun Fact: His ultimate deals true damage to Aleister, because of the lore).


Arcanas and Enchantments


Optimal choices:

  • Axe of Sacrifice + Holy Verdict + Holy Thunder + Gunslinger + Arctic Orb

Holy Thunder is used since extra damage it offers is extremely good for Tulen. The Arctic Orb allows for more aggressive plays.

  • Axe of Sacrifice+Holy Verdict+Holy Thunder+Arctic Orb+Raging Inferno.

It is not much different from the first option, only that Gunslinger is exchanged with Raging Inferno for better stats.

  • Axe of Sacrifice+Holy Verdict+Holy Thunder+Raging Inferno+Deadly Claw.

Here the Artic orb is left out completely, but extra damage by Raging Inferno and Deadly Claw is added, which offers more damage but less security.

  • Arctic Orb+Gunslinger+Endless Cycle+Raging Inferno+Deadly Claw

Endless Cycle gives you 2 extra lives in one game, but some damage is lost because you don’t have Holy Thunder. Not that good for solo queue and has more value in trio or fives.


Item Build


For Lane: Gilded Greaves, Boomstick, Spooky Mask(finished later into an AP Penetration Item you want), Hecate s Diadem, Rhea s Blessing, Arctic Orb. This is currently one of the standard builds for Tulen. However, you shouldn’t play every game with this build and adjust it based on the game.

For Jungle: Loki’s Curse, Enchanted Kicks, Hecate s Diadem, Boomstick, Evil Secrets, Rhea s Blessing.

This build allows Tulen to maximize his damage in the late game.

As you can see, Hecate’s Diadem and Boomstick are the core items, because they synergize very well with all of his skills.


Gameplay Tips


Tulen is very strong in the early game, which is why you should take advantage of this with early roams to the other lanes. Tulen is very good with heroes who can do a lot of burst damage because he can finish them with his ultimate. Examples would be Murad, Capheny, Airi, etc. but you don’t need the help of these heroes, because you can do everything alone with your own damage. As already mentioned, you should always charge your passive before fights to maximize your damage in the fight. It is also very important to have your ultimate in control and try to use it well on heroes with low HP. Tulen is also very strong in the late game, but he can be outplayed very quickly because he is squishy, which is why you should be careful.


PROS


  • High Damage in the early game, good for early invades and ganks. Big level 4 Power spike.
  • Has many dashes. 3x S1+Flicker(If not played in the jungle).
  • Good waveclear, high damage to minions, perfect for the jungle.
  • You can carry alone

CONS


  • His jungle potential is high, but the flicker for outplays is missing in the late game.
  • Not so effective against tanky enemies.
  • Can be easily killed by ranged enemies.
  • Less poke then other Mages.

valhein

He has nice movement speed, one part reliable and one part RNG stun…


Valhein is a Marksman that specializes in Early to Mid Game using his high base damage, crowd control and movement speed to destroy his enemies. He can be played in the Abyssal Dragon Lane.

He has nice movement speed, one part reliable and one part RNG stun. Valhein is a great champion in duels and skirmishes, 1v1, 2v2 and so on. Because of this skirmish effectiveness, Valhein is great in cooperation with an ally, which makes him incredibly good for Abyssal Dragon lane.


Skills


Passive Ability: After 3 auto attacks, Valhein’s next auto attack becomes enhanced and can either mimic his S1 or S2 or just become a slightly enhanced auto attack. This ability also has a passive effect that once it’s triggered, it increases his movement speed slightly, stacking up to 6 times. Since Valhein doesn’t have a dash, this is one of his main forms of mobility that he can use to kite or chase enemies down.

Skill 1: Valhein tosses out a red glaive that does physical and magical damage simultaneously, while also giving him one stack of his Passive Ability. This skill is extremely powerful, and even does AoE damage.

Skill 2: Valhein tosses out a yellow glaive that also does physical and magical damage simultaneously. However, this glaive stuns the enemy briefly and is one of the key skills for Valhein. It also gives you one stack of your Passive Ability as well. Stunning a priority target can help your team score an easy kill, and using it in laning phase allows you to attack the enemy without retaliation.

Ultimate Ability: Valhein shoots out multiple bullets in a cone shape in front of himself, doing physical and magical damage simultaneously. Each bullet that hits an enemy adds a Passive stack and increases his attack speed for a few seconds. You want to land this ability as close as possible to the enemy in order to hit them with as many bullets as possible.


Arcanas and Enchantments


A pretty nice arcana build for Valhein would be Guerrilla, Atrocity and Skewer.

Guerrilla provides you with attack speed and movement speed bonuses. The attack speed synergizes well with Valhein’s passive because the faster he attacks, the more glaives he throws and the more passive stacks he gains, making him harder to catch or escape from.

Atrocity gives you critical chance, which is great for Valhein since it synergizes well with the attack speed bonus from his Ultimate Ability. Having this extra critical chance will make you do even more damage when paired with the bonus attack speed you receive from his Ulti.

Skewer increases your attack damage and armor pierce. Not only does this increase the damage of all of your abilities and auto attacks but the armor pierce lets you do more damage to low armor enemies while still being able to handle tankier enemies. Also, since all of your abilities do magical and physical damage, having this extra armor pierce makes it even harder for enemies to build against you defensively.

A good Enchantment build for Valhein would be (Yellow) Mana Refill – Blessing – Sacred Protection (Red) Raging Inferno – Deadly Claw.

Mana Refill restores your Mana slighty for each auto attack or ability you land on an enemy hero, with a short cooldown. This helps you maintain your mana pool better, especially since you use a lot of mana throughout the laning phase due to the abilities being a big part of your damage output.

Blessing gives you more critical chance, which means more critical hits. This is great to increase Valhein’s auto attack damage.

Sacred Protection provides you with a shield for a few seconds when you lose a large amount of health quickly. This shield can let you endure more damage than a Marksman without it could, and it’s very powerful in the Early Game. It even provides you with Magic Lifesteal and since all of your skills do magic damage, your skill kit synergizes pretty well with this Enchantment.

Raging Inferno deals additional damage for a couple of seconds when you land an auto attack or ability on an enemy hero. This will help increase your burst damage and sometimes even finish off low health enemies.

Deadly Claw increases your attack damage by a nice amount and increases with each level you gain. All of your abilities will be stronger, thanks to this.


Item Build


Ideal build would be War Boots – Blitz Blade – Frost Cape – Claves Sancti – Hyoga’s Edge – Blade of Eternity.


Gameplay Tips


In the Early Game, you are stronger than most Marksmen so you can freely attack the enemy, knowing you will win most trades. You can even prepare for a fight in advance by stacking up your Passive Ability on minions before engaging the enemy Marksman. You can S2 – S1 – Auto Attack and walk away from the enemy, taking about 25% of their health without taking any damage in return or losing about 5% of your health at most. You’ll be able to clear waves first and faster than the enemy, allowing you to roam and help your team more than they can.

In the Mid Game, both teams will be grouped together as 3-5 players trying to keep control of Dark Slayer and Abyssal Dragon or sieging towers. You are at your peak and will be able to kite enemies pretty well while also being tankier than most Marksman. You’ll be able to hold your own against enemy Assassins better than other Marksmen would, due to your high base damage, stun, movement speed and defenses. However, that doesn’t mean you want to fight enemy Assassins, you still have the same goal as most Marksman, which is to be in the backlines and dish out as much damage as possible without dying.

In the Late Game, with each team being grouped as 4-5 players fighting for Dark Slayer and Enraged Abyssal Dragon, you will be relying more on your crowd control to be effective in team fights since your damage won’t be as effective as other Late Game oriented Marksman. Since Valhein falls off and builds more defensively than other Marksman, you can nearly act as an off-tank that relies on S2 and passive for CC. Since you do a mixture of attack and magical damage, it helps you against tanks since it makes it harder for them to build defensively against you. The combination of Frost Cape effects and Hyoga’s Edge, coupled with your Passive movement speed and CC, still allows you to have a strong presence, even though you don’t have as much of an edge that you would have at the Mid or Early Game.


PROS


  • Strong Early and Mid Game.
  • Good crowd control.
  • No mana problems. Blue pocket glaive is in charge of resolving any potential mana issues.
  • Free skin. U think it doesn’t matter? Well, it does if u are just starting Arena of Valor you should know that if u play with a skin u get 10% extra gold, one game it’s like meh but if u plan to stay and keep playing, maining Valhein is a pretty good choice. Also, who doesn’t like free skins?
  • Versatility. Valhein is unique as you can build attack damage only or ability power only or hybrid, even the infamous jungle Valhein is a thing so you should just pick Valhein and let your imagination run wild.

CONS


  • Falls off Late Game.
  • Low mobility.
  • Low defense. Once you are caught there is no way out, Valhein suffers from low defense stats and requires your allies to keep you safe at all times.
  • RNG glaives. Getting the right glaive at the right time can be pretty much game-changing, but getting the wrong one at a crucial moment can be tilting. Getting yellow to stun an enemy or even red to deal some AOE damage can make a whole game shift so pray to your RNG gods and start rolling. Item dependency.
  • Need numerous items to do some significant amount of damage.

Additional thoughts


The early game focus on farming and getting your items as fast as you can, try to avoid big fights as much as you can as you are pretty squishy early on and without any real items, you don’t do much. Play your lane primarily and punish your opponents’ mistakes with Curse of Death and some auto attacks, abuse your yellow glaive as much as you can. Your early game priority is farm farm farm and play like you are the only hero on the map. Rushing boots first can be a good decision as it boosts your kiting potential. Also, abuse your 2 skills as they both reset normal attacks, your standard combo should be -Yellow glaive – Normal attack – Curse of Death – Normal attack – Bloody Hunt – Normal attack- do that until you drive your enemy nuts. When you see a Chance do not be afraid to Curse of Death into bullet storm as kills also give gold, getting a few will only help you.

Once you get items you need to actually become a factor in the game. You should mostly play hit ‘n’ step, keep moving and keep attacking, do not stop at any moment because if you are caught you are done for. Your build here is a glass cannon, but you deal a huge amount of damage so don’t do anything funky, stand between your front liners and next to your supports and just shred enemies. You have a solid amount of armor penetration so even killing enemy tanks will not be a hard task for you, while enemy marksmen and mages you should be able to 3-4 shot and with this much attack speed u need like  2 secs tops. This build doesn’t have any real CDR so grabbing a blue buff from time to time will be really good for you. You should be able to keep your stacks at 5 all the time at this point in the game, so kiting should be no issue for you, pray to RNG gods for as many yellow glaives as you can at this point and victory should be easy to achieve.


veres

This Warrior/Assassin is mostly played in Dark Slayer lane…


This Warrior/Assassin is mostly played in Dark Slayer lane. She features an increased melee attack range, has an interesting passive and provides one of the most potent executes in-game. Her skills are somewhat difficult to land, and her playstyle is a bit weird but fun. Her value depends to a huge degree on how good is her early game, making this hero either dominating or useless.


Arcanas And Enchantments


A nice Arcana setup for Veres would be:

  • Indomitable
  • Skewer
  • Guerrilla

These Arcana give us Armor, Attack Speed, HP, Attack Damage, Armor Pierce, and Movement Speed.

The Armor makes us take less damage from abilities that do Physical Damage. HP makes us more durable against all damage sources, even True Damage. The Attack Damage increases the damage of all of our abilities and our auto attacks. It also synergizes nicely with our Passive Ability AoE attack, since the more damage we deal, the more we heal for. Armor Pierce allows us to penetrate a part of the enemy’s defenses increasing our damage, especially against targets with low armor. Movement Speed allows us to roam more efficiently, escape from fights better, and stick to enemies easier.

An ideal Enchantment setup for Veres is:

  • (Red) Devourer – Bone Cutter – Desperate Duel
  • (Green) Tower Blessing – Regrowth

Devourer restores our HP and Mana by a percentage whenever we score a kill or assist. This helps our survivability a lot in team fights and also synergizes nicely with our Passive Ability AoE auto-attack.

Bone Cutter increases our Resistance, making us recover from CC faster. Even though we can cleanse CC and become immune to it once we reach 5 stacks, the times where we don’t have those 5 stacks, we are still susceptible to CC. Having this helps mitigate CC usage against us, even when we don’t have full stacks.

Desperate Duel increases our Movement Speed for each stack we have, up to a max of 10 stacks. Once we reach 10 stacks, we regain a percentage of our missing HP, gain Armor Pierce and Magic Pierce. Movement Speed helps increase our fighting capabilities so enemies have a harder time escaping from us. The Magic Pierce isn’t useful but the Armor Pierce is enough to increase our damage capabilities, even against tankier enemies. It also synergizes nicely with the buff from our Ult, increasing our Armor Pierce even further.

Tower Blessing increases our Resistance and Damage Reduction when near towers. This makes tower diving and defending towers even easier since CC effects will be partially mitigated, along with the damage we receive.

Regrowth increases our healing effects and shielding effects. We don’t have any shielding effects but the healing effects make us heal for more, making our Passive Ability AoE attack even more useful since we will heal for more.


Item Build


Item Build (Build) A good build for Veres would be:

  • Gilded Greaves
  • The Aegis
  • Hercules’ Madness
  • Medallion of Troy
  • Muramasa
  • Blade of Eternity

If Blade of Eternity runs out of uses or is on cooldown, you can get Death Sickle instead.


Gameplay Tips


In the Early Game, we want to clear our lane as fast as possible so we can roam and gank for our Mid Lane If a gank opportunity isn’t there, we can roam into the enemy jungle to scout for vision so we can find out where the enemy Jungler started or potentially steal a camp or buff away from them. The life steal from our Passive Ability AoE auto-attack helps us sustain in the laning phase and as long as we land all of our abilities, we can win trades against a lot of Slayer Lane heroes.

In the Mid Game, both teams will be grouped as 3-5 players and we will be fighting for control of towers, Dark Slayer, and Abyssal Dragon. Veres will be at her strongest, efficiency-wise during the Mid Game. She will be able to enter teams fights and be a threat to most enemies, due to her Armor Pierce from her Ult. Being able to CC multiple enemies repeatedly makes fights a lot easier to win and finishing off a low HP target with Ult.

In the Late Game, both teams will usually be grouped as 4-5 players and fighting for control of Dark Slayer, towers, and Enraged Abyssal Dragon. Veres falls off a bit here but since she builds tanky, she still offers utility with her CC and durability. If it’s too hard for her to kill priority targets, she can focus more on protecting her ally carries with her CC. However, if the opportunity presents itself, she can flank from the side or from behind and quickly take out enemy carries, allowing your team to obtain victory comfortably.


PROS


  • Executioner. Thanks to the ultimate true damage, its synergy with Fenrir’s Tooth, and the distance from which it can land, the potential for finishing off-targets is great.
  • Playing vs Veres, counter: Don’t get anywhere near her while under 30% of HP.
  • Strong passive provides good sustain and control immunity. However, it goes without saying one must land a few good casts, otherwise it is worthless. This is why Veres takes some time to practice.
  • Playing vs Veres, counter: most of the time it is easier to avoid passive by standing on top of her.
  • Decent control and damage. The control comes from 1st and 2nd skill is good enough for solo and skirmish fights, in team fights Veres control is just enough to pick off stray targets or assist those with more potent control. The damage part comes from consecutive passive and ultimate hits.
  • Playing vs Veres, counter: moving sideways will significantly drop chances of being hit by Serpent’s Embrace, while not fighting when below 50% HP will drop the risk of being taken down by just one long-range ability.

CONS


  • Awkward skillset. Passive is a donut-shaped skill, 1st skill is cup-shaped (reverse cone) skill that only hits with its thin edges (to stun the target it must be at almost exactly 400 range, no more or less), 2nd skill is extremely narrow and difficult to land if the target is moving sideways, and the ultimate can easily miss targets that are very close to Veres.
  • Squishy like with other Melee assassins, Veres must balance the build, to have enough damage to burst down an enemy and to have enough toughness to survive brutal melee environment in team fights. This will require careful item-build adjustment from game to game.
  • High skill requirements, a lot of practice and good internet connection. The conditions for playing Veres at a high level goes beyond what is expected for other heroes. While for other heroes it is good enough to guess the direction and maximum distance between you and target, with Veres you have to pay attention to minimum distance as well.
  • Playing vs Veres, counter: engage when she has 0 – 1 stack and stay very close/on top of her. This will negate a good portion of her power.

Additional Thoughts


She can be played in the jungle or maybe even as support, her main position is DS lane. At start check for invading, if it’s happening, lvl up 2nd skill, help jungler if he is on your side. If the jungler is on another part of the jungle than pull the buff-monster, let it reset, and go to the lane. In lane play aggressive but safe. This may sound contradictory but it is the main reason why Veres is so difficult to play. On one hand, she is a relatively squishy assassin type while the melee range extremely dangerous. On the other hand, she needs to stay in melee range in order to activate the passive as much as possible. However, one thing going for her is the increased melee attack range, which is 400 units (same as Maloch). It is the same distance at which passive and 1st skill are most effective, which means: If you want to be an effective Veres player, keep the enemies exactly at a maximum distance of your melee attack AT ALL TIMES (be it by clever movement or by 2nd skill). Once you get used to it, everything else falls in line perfectly and this hero becomes very powerful.

In team fights, Veres’ job consists of three equally important parts. First, follow up on initiation and deal as much damage as possible with Bloody Kiss (the only proper Area DMG skill). By doing so you ensure enough life steal and movement. The second part is to pick and control stray targets with 2nd and 1st skill. And finally, third is to execute targets at less than 30% HP. Focus on these three aspects while constantly maintaining a distance of 400 (Veres’ max normal attack distance), and good performance is almost guaranteed.


yorn

He has a global range skill-shot ultimate and loads of damage mixed with some control…


Yorn gameplay

Yorn is one of the first released marksmen in the game. His main strength is the high damage in the late game. However, in the early game, he can still do a lot of damage thanks to his passive. He is best and the most efficient in the dragon lane.

He has a global range skill-shot ultimate and loads of damage mixed with some control. Yorn can be shining star provided he is protected by the team. However, when that is not the case, he can be kind of a bad pick. He is weak against mobile assassins/warriors and those are numerous. If properly executed, Yorn’s ability to have a global impact and clear waves can turn many games into his favor.


Skills


Yorn’s passive, “Fierce Shot” lets him shoot a burst of 7 arrows with every 5th auto-attack, each one causing damage to towers, or opponents (a bit of true damage against heroes). This is very useful to kill tanks faster in late game.

Yorn’s first ability, “Explosive Arrow” deals damage to heroes and minions and stuns them for a short while. His next auto attack triggers his passive “Fierce Shot”, as with all of his abilities. This makes it possible for him to attack towers from a safe distance.

Yorn’s 2nd ability, “Heavenly Barrage” creates a circle that moves in a targeted direction. While it is active, arrows appear in it, each causing damage to enemies and minions. His next auto attack will trigger his passive again. This ability is useful for wave clearing.

Yorn’s Ultimate, “Heart Shot” creates an arrow, which Yorn shoots across the whole map in the targeted direction. The special thing about the shot is that it causes magical as well as physical damage. The damage to monsters is limited, otherwise it would be too strong. His next auto attack triggers his passive again. This ability is especially good for killing heroes or minions with low HP from a long distance. However, it requires some game experience with the hero and targeting.


Arcanas and Enchantments


10x Atrocity in red, 10x Guerrilla in purple, 10x Skewer in green. This is the best arcana page because as a Yorn you need critical chance in the early game to do enough damage. Atrocity arcana makes it efficient. Guerrilla in purple is particularly good because it also offers attack speed besides critical chance in Atrocity, which is useful for unloading your passive faster. The green side is used on almost every physical hero, which is why there is not much to explain there. Skewer is helpful because of the penetration. There are currently only 2 useful ones for the enchantments.

  • Curse of Death + Axe of Sacrifice + Holy Verdict

This enchantment offers Yorn more damage – especially in the early game since the effect of the damage from Curse of Death synergizes very well with his passive. However, you don’t have any safety because you won’t have an Arctic Orb due to the yellow enchantments.

  • Endless Cycle + Raging Inferno + Deadly Claw

This enchantment is self-explanatory. Endless Cycle offers Yorn the opportunity to die twice in the game without it being really bad because of the respawn it offers. There is also the safety of the Arctic Orb, which is fairly nice.

Item Build:

For Yorn’s builds there are 2 options. Either you focus on the burst or on the attack speed.

  • Burst: Claves Sancti, Boots, Bow of Slaughter, Rankbreaker, Fenrir´s Tooth, Blade of Eternity
  • Attack speed: Blitz Blade, Boots, Claves Sancti, Slikk´s Sting, Muramasa, Blade of Eternity

The burst build is usually better overall, because with the right arcana you already have enough attack speed and can do even more damage than with the attack speed build. Still, attack speed build offers a faster playstyle. Bow of Slaughter is overall a very strong item, which does not apply to the attack speed build.


Gameplay Tips


As already mentioned, it is very important for Yorn to be safe from the opponents, because if he doesn’t have his talent(flicker), Yorn has no mobility and therefore has a lot of problems, especially against assassins. He is usually a free kill in such cases. What you should do is focus on farming to get really strong for the late game where you really shine. Therefore, it is an advantage if you only play Yorn with good supports that can protect you well, such as Thane. The task for Yorn is to push towers quickly thanks to his passive. In other cases, he can be played like any other marksmen and utilise his stun to make a huge impact in the teamfights and ultimate as a finishing blow for fleeing opponents. You can also push two lanes at once – the actual one and another one with your ultimate.


PROS


  • Yorn is a hard hitter. He can kill a hero in a burst or two, literally. Boost his damage with all offensive items and some movement.
  • He has an exceptional ability to wreck a tower quickly, so you can push a lane without any effort.
  • His ultimate can be used to deal damage or even kill an enemy hero – anywhere on the map. When the cooldown is low you can spam it every 7-8 seconds across the map. It is perfect against low health heroes running away from the fight.
  • Good at finishing objectives(Dragon) while in the base.

CONS


  • Hard countered by assassins.
  • No mobililty or escape. Yorn can’t run away from any fight, even with Flicker talent he is easy prey for enemy assassins and warriors.

zephys

Nice amount of control, great mobility, and jungle clear speed are things that put Zephys in this position…


Nice amount of control, great mobility, and jungle clear speed are things that put Zephys in this position. As his health goes down, his damage reduction goes up and it applies to both armor and magic defense. Zephys’ only weakness is against true damage, which is pretty scarce. At times it feels like he is lacking some burst, but that drawback is compensated by a good cooldown speed. Use the tier list filter at the top of the page to find Zephys placement.


Arcanas And Enchantments


A great Arcana build for Zephys would be:

  • Onslaught
  • Skewer
  • Assassinate

These Arcana give us Attack Damage, Armor Pierce, and Movement Speed.

The Attack Damage increases the damage of all of our abilities and auto-attacks, making us strong overall and helps a lot since we rely heavily on abilities for our damage.

The Armor Pierce allows us to bypass the enemy’s armor partially and works extremely well against targets with low Armor. This makes our burst damage even higher and deadlier since we’re reducing most of the small amount of Armor carries have.

The Movement Speed lets us move faster so we can stick to enemies easier with our auto attacks, escape from unwanted battles quicker, roam the map to help allies, and even makes our ganks a lot more efficient, especially when paired with our extreme amount of mobility.

A great Enchantment setup for Zephys would be:

  • (Red) Raging Inferno – Deadly Claw – Desperate Duel
  • (Blue) Enhanced Restore – Gunslinger

Raging Inferno deals additional damage to enemy heroes that we land abilities or auto attacks on. The additional damage is based off our Attack Damage and since we build a lot of it, it will work very well. It also helps increase our burst damage or even can finish off low HP enemies who are out of our range.

Deadly Claw increases our Attack Damage and increases each time we level up. The bonus Attack Damage makes our auto attacks and abilities deal more damage, which is exactly what we want as Zephys.

Desperate Duel provides us with stacks with each auto-attack or ability we land. The stacks increase our Movement Speed, which helps us to continue attacking our enemies and once we reach 10 stacks, we restore part of our missing HP and gain Armor Pierce. As Zephys, we can stack this up quickly and it makes dealing with tankier enemies much easier as well with the bonus Armor Pierce since it’s a percentage rather than a flat value. The healing works very well with our Passive Ability as well, since we gain damage reduction the lower our HP is, and restoring a chunk of our HP when near death can help us turn the fight around.

Enhanced Restore regenerates our HP and Mana by a bit and is very useful in the Early Game. Whether we’re using it right before death to give us more HP or even to keep our Mana up since Zephys uses a lot of Mana with his abilities, it will be extremely helpful in keeping us healthier throughout the game.

Gunslinger increases our Attack Damage by 10 for each stack we have and we earn stacks by killing unique enemy heroes. We can have up to 6 stacks, which will give us 60 Attack Damage since we start with one stack by default. As an Assassin, we will be killing a lot of enemies, so this works well with our playstyle and makes us even stronger.


Item Build


A nice item build for Zephys would be:

  • Leviathan
  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If we have enough gold in the Late Game, we can exchange our Rankbreaker for Muramasa, due to the extra effectiveness of Muramasa at that stage of the game.

If your Blade of Eternity is on cooldown or runs out of uses, you can swap it for a Death Sickle.


Gameplay Tips


In the Early Game, we want to clear our jungle as fast as we can so we can reach level 4. Since we reach level 4 before all other enemies do, except for the enemy Jungler of course, it gives us a significant advantage when we gank. Putting our laners ahead allows them to farm and rotate more comfortably and can set you up to pick up neutral objectives, such as Spirit Sentinel or Abyssal Dragon. The gold, EXP, buffs, global gold, global EXP, and global buffs will also help push your team further ahead, allowing them to prosper as they transition into the Mid Game.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of towers, Abyssal Dragon, and Dark Slayer. Zephys will be at his strongest, efficiency-wise, and can act as frontline or wait to flank as an Assassin. This versatility makes him extremely useful and hard to predict. Another option Zephys can do is split push. Since he is also great at dueling and has good mobility, it will be hard for the enemy to catch us, as long as we are vigilant when it comes to the map.

In the Late Game, both teams will usually be grouped as 4-5 players and fighting for Dark Slayer, Enraged Abyssal Dragon, and towers. Zephys falls off a bit with everyone being grouped up, making flanking harder and everyone is much stronger, making being in the frontline more difficult as well. If flanking or diving proves too difficult, we can focus on protecting our ally carries while waiting for an opening.


PROS


  • Great mobility. Two mobility skills with low cooldown, both able to jump over the walls. Zephys can roam the map very effectively, it is only up to the player to abuse that fact.
  • An extreme threat for the backline. There is no safe distance from Zephys while on the same token his damage reduction makes him dueling powerhouse.
  • All-around hero. Aside from great mobility, Zephys have a little bit of everything in the package, decent damage, decent toughness, and decent sustain.

CONS


  • Zephys has one flaw, and that’s his mana consumption (developers acknowledged this and in-game version 17 his mana costs have been reduced). He needs that blue buff to properly utilize him. Without it, he struggles with mana a lot.
  • Falling behind is not an option for Zephys. One of his primary roles is to dive an enemy team (backline), and in order to do so, Zephys must have enough stats to both dish out and receive a decent amount of damage. If he falls behind in level (which automatically means he is lacking items) then capabilities to do his job are rapidly declining on both fronts.

Additional Thoughts


You can level both of the basic abilities, depending on the situation, if you need more sustain – take Death’s Flurry. And if you need more overall damage and movement, than take Death Rift.

Though useful as laner, Zephys is exceptional in the jungle and would be a waste not to use it there. Engage fights with your ultimate (Death From Above) immediately follow through with 2nd skill (Death’s Flurry). Death Rift should be used as a tool to catch up with the escaping enemy (unless it is certain he cannot escape, in which case use it as bonus damage).

Zephys have the ability to jump over the walls with both 1st and ultimate skill and this should be taken advantage of at every opportunity.

While killing one jungle monster and it is near death, it is beneficial to save one of the mobility skills (1st/ultimate) as means to go over the wall to the next target, provided there is a wall between. This will improve the jungle clear speed of yours by a large margin.

In team, fights wait for the initiation, Use Death From Above to reach their backline, Death’s Flurry while they are in the air and finalize with Death’s Rift. Auto-attack to finish off someone if needed and then run to help your frontline. Don’t worry if you are under 50% health, that’s when you are as hard as a diamond. Keep cutting and healing with Death’s Flurry. Runaway only if you get under 20% or if you get surrounded by enemies.


zuka

He has amazing mobility and burst damage, but being squishy he is difficult to play at the maximum level…


Being melee tank is nothing special, but melee assassin, on the other hand, requires tons of practice, skill and constant need to stay ahead in farm, levels and basically all aspects of the game. This is the case with Zuka. He has amazing mobility and burst damage, but being squishy he is difficult to play at the maximum level. However, he can be extremely powerful if played by a skillful player. Zuka can be found in arena of valor tier list at the top of the page.


Counters


Zuka counters most Marksman, e.g Violet, Capheny, Laville, etc. some Mages, e.g Illumia, Ishar, Natalya, etc. some Assassins, e.g Airi, Quillen, Wukong, etc.

Zuka gets countered by some Warriors, e.g Florentino, Amily, Zanis, etc. some Supports, e.g Zip, Annette, Lumburr, etc.

Zuka synergizes well with Ignis, Dirak, Zip, Alice, Lumburr, etc…


Arcanas And Enchantments


Efficient Arcana for Zuka would be:

  • Skewer
  • Assassinate
  • Onslaught

These Arcana give us Attack Damage, Armor Pierce, and Movement Speed.

Attack Damage increases the damage of all of our abilities and auto-attacks and this is the main stat that we should focus on increasing.

Armor Pierce lets us partially ignore some of the enemy’s Armor, which increases our burst damage against priority target and increases our damage overall against any target.

Movement Speed increases the efficiency of our roaming, ganking, pursuing, and disengaging.

A wonderful Enchantment build for Zuka would be:

  • (Red) Shadow Dash — Deadly Claw — Curse of Death
  • (Blue) Enhanced Restore — Gunslinger

Shadow Dash provides us with stacks each time we dash in quick succession up to 3 and we have 4 dashes, which makes it relatively easy to fully stack this Enchantment. The more stacks we have, the more bonus damage we deal with our auto-attacks.

Deadly Claw increases our Attack Damage, which makes our auto attacks and abilities stronger, which is great for Zuka.

Curse of Death deals bonus damage to an enemy after hitting an enemy hero 3 times in quick succession with auto-attacks or abilities. After a few seconds, they take even more bonus damage, which makes bursting priority targets even easier for us.

Enhanced Restore restores some of our Mana and HP immediately and can help us turn the tides of a fight or just stay healthier throughout all stages of the game, especially the Early Game. We can catch the enemy off guard when we gain a small chunk of HP when near death, fooling them into thinking they can finish us off.

Gunslinger gives us stacks that increase our Attack Damage by 10 for each stack and we gain one stack for each unique hero we slay, for a total of 6 stacks. That allows us to get up to 60 bonus AD.


Item Build


The ideal Item Build for Zuka would be:

  1. Gilded Greaves
  2. Rankbreaker
  3. Omni Arms
  4. Hercules’ Madness
  5. Fenrir’s Tooth
  6. Blade of Eternity

In the Late Game, we can exchange our Rankbreaker for Muramasa since the enemies will have more Armor, making it more efficient.

If our Blade of Eternity is on cooldown or runs out of uses, we can exchange it for Death Sickle.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as possible so we can roam or scout the enemy jungle. Starting out with our S1 will make this a lot easier if we’re going against a Slayer laner that builds offensively too, we can outplay them by using the bushes in the lane repeatedly to ambush them.

Engaging with our S2, and weaving in auto-attacks, as we do our S1 allows us to win most short trades against squishy opponents. When we’re roaming, we can deal a significant amount of damage, and scouting the enemy jungle is pretty easy for us since we have so much mobility, it’s rather easy to escape if someone follows us and tries to collapse on us.

Knowing where the enemy jungler started lets our team know which lane will most likely get ganked first or even let us prepare a counter gank or invade.

In the Mid Game, both teams will be grouped as 3-5 players, battling for the control of Abyssal Dragon, Slayer Lane, and towers. Zuka will be at his strongest at this stage of the game, efficiency-wise, especially since all of his abilities deal AoE damage.

Our flanks will be devastating, especially when combined with Flicker and we can kill enemy carries within a split second if the opportunity presents itself. If team fighting doesn’t seem to be working out, we can split push very well, since we’re great at dueling and have excellent mobility. We’re also very good at destroying towers since we have a lot of AD.

We still have to be careful since we’re very fragile and engaging at the wrong moment or split pushing without paying attention to the map, we can die easily.

In the Late Game, both teams will be grouped as 4-5 players, fighting for neutral objectives and towers. Zuka falls off a bit because assassinating priority targets will become a lot harder with everyone being grouped up and having many more defenses.

It becomes a lot easier for us to focus on CCing enemies who dive our carries or just waiting for the right moment to flicker into the backline to kill priority targets. Most likely we may die but it’s worth it if we kill them in the process since they are capable of dealing more damage than we could at this stage of the game, allowing our team to win the game much easier.


PROS


  • High burst damage. He deals a lot of damage in quick succession, most of his abilities empower his normal attack damage after using an ability. One good combo is all it takes.
  • Extreme mobility. All of Zukas skills have movement besides damage and effects. All of them allow you to go through walls, which makes running around the map much easier. Most enemies can’t outrun Zuka, making him a good hero to chase the enemies or run away from an unfavored fight.
  • Has no mana. His abilities rely only on cooldowns, so you don’t have to worry about spamming them all the time.
  • Good CC

CONS


  • He is susceptible to damage and crowd control effects, and he is most useful if he gets in the middle of the enemy team. Those two do not go well together.
  • Hard to master. He really isn’t a beginner-friendly hero. Don’t expect to do anything for the first few games until you get used to his skills and movement.
  • Bad against tanky teams
  • Useless when behind in gold
  • Falls off Late Game

Additional Thoughts


Pain On A Stick should be leveled up first.

In the laning stage, Zuka can have two roles. He can clear the jungle or go for the lane. In both cases you should learn one important thing about him: never face your enemies with a head-on approach. People get fooled by Zukas looks and they forget how squishy he is. Try to flank, stay in the bushes for a surprise attack, and so forth. His abilities will help you get to the enemy fast and make sure that he doesn’t escape. The only time you are allowed to try for a head-on approach is against mages and marksmen without escape abilities. This is the right way to play Zuka even in lanes. In the jungle this becomes a much easier task, and this is why I suggest using Zuka as a jungler.

Being squishy is never a good thing in a team fight, especially if you are the one who should run into the enemy team to deal damage. Getting into the team fight is a process that needs to be considered carefully. Your job is to attack the backline and it is best if they notice you after you are on them already, cracking skulls. Stay in the back, and only after the fight starts, get into the fray. Start the engagement with Skyfall, follow it up with your normal attack (easy to forget), Pain On A Stick, normal attack again, Panda Chariot, normal attack…you get the pattern. Don’t forget to use a normal attack after you use an ability or a lot of damage goes to waste.


preyta

His main strength lies in his ability to harass his opponent from afar. He is easily able to stay at a safe distance and poke the enemy with his skills…


His main strength lies in his ability to harass his opponent from afar. He is easily able to stay at a safe distance and poke the enemy with his skills. He can also clear waves extremely well, which is very important for all mid laners. Other than that, he has very good movement speed, allowing him to roam around effectively. To top things off, his ultimate allows him to have insane burst damage potential, which makes him exceptionally deadly during team fights.


counters


Preyta counters Yorn, Valhein, Natalya, etc…

She is countered by Keera, Batman, Paine, etc…

Preyta synergizes well with Alice, Krizzix, Zip, Maloch, etc…


Arcanas and Enchantments


A great set of Arcana for Preyta would be:

  • Violate
  • Flurry
  • Benevolence

These Arcana give us Ability Power, Magic Pierce, Attack Speed, HP, Movement Speed and HP Regen.

Ability Power increases the damage of all of our abilities and is our main stat. It will also increase the damage of our auto attacks when we’re under the effect of our Ult.

Magic Pierce allows us to bypass some of the enemy’s Magic Defense, allowing us to deal more damage against all heroes, especially enemy carries since their defenses are already low.

Attack Speed synergizes extremely well with Preyta since our Ult enhances our auto attacks to deal bonus Magic Damage. This increases the overall damage output of our auto attacks as well.

HP increases our endurance, and since we won’t build defensively, every bit of HP we have counts. It won’t make a huge difference most of the time since we won’t have much Armor or Magic Defense to back it up but it can still be the difference between life or death in some instances.

Movement Speed synergizes well with Preyta since we gain increased Movement Speed from our Passive Ability. We will also be able to roam the map faster, gank enemies more efficiently and escape from enemies swiftly.

HP Regen restores our HP faster so we won’t need to recall as much during our laning phase or even after fights with the enemy. This gives us more time to either continue to fight shortly thereafter or continue farming gold to get stronger.


Item Build


A wonderful build for Preyta would be:

  • Flashy Kicks
  • Berith’s Agony
  • Zweihander
  • Evil Secrets
  • Hecate’s Diadem
  • Holy of Holies

If we’re going against enemies with effective regenerative capabilities, we can take Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to take our S1 to clear our lane as quickly as we can. Fully charging this ability allows us to clear the lane relatively fast so while also threatening the enemy if they’re standing in a linear path of the minions as well. We can aim in certain ways to manipulate the direction of the enemy’s walking, baiting them into allies who may be near a certain bush.

Our ganks will be pretty good with the bonus Movement Speed from our Passive Ability and if we get a nice knockback with our S2 since we can push them into our allies. Our damage output isn’t that impressive early on but we scale extremely well throughout the game, especially once we get our Ult.

When roaming, we can also decide to scout the enemy jungle, allowing us to obtain information on the enemy jungle or potentially steal a low HP camp or buff. Knowing which side they started on or where they will end allows our team to decide how they want to react to the gank timing of the enemy jungler. We can set up counterganks, invade the side that the jungler isn’t on yet, or simply start playing passively, denying them a gank attempt on us. The choice we or our team makes will all depend on the circumstances of the game.

In the Mid Game, both teams will be grouped as 3-5 players, contesting each other for control of towers and neutral objectives. All of our abilities deal AoE damage, allowing us to shine when multiple enemies are grouped up. We will be very strong at this stage of the game and able to dish out consistent damage, while disrupting the enemy.

We also have the option to split push if we want, since we’re actually good at taking towers, unlike most Mages. We don’t have the best escape, but we can move pretty fast and we have good CC with our S2, allowing us to kite comfortably against most heroes. As long as we focus on watching the whereabouts of the enemy on the map, we should be safe to split push, which will open up newfound opportunities that wouldn’t have been possible to do for most Mages.

Our S1 is great for poking enemies, making sieging towers something we also are great at. However, we are still very squishy and susceptible to Assassins or divers so our positioning is very important to our survival.

In the Late Game, both teams will be grouped as 4-5 players, fighting for neutral objectives and towers. Preyta is still pretty strong and able to keep up with dishing out damage since he’s heavily auto attack reliant like a Marksman. Our S1, might not be the easiest to land fully charged but we can use that to our advantage because since it’s telegraphed, most enemies will try to move out of the way.

Keeping that in mind, we can potentially manipulate teams into splitting apart from one another, allowing our team to isolate certain targets, giving us an advantage. If not, we can simply just hit them with the fully charged S1 and deal a bunch of damage. It’s a win-win situation, at the end of the day. If team fighting is becoming rather difficult for us, we can focus more on protecting our ally Marksman, since our S2 can protect them pretty well from assassination attempts.

It also allows us to position ourselves further back, increasing our chances of survival since we probably won’t be the first one targetted by the Assassin or diver. As long as we do our best to deal as much damage as we can or help our team get into the position to deal as much damage as they can, we’re doing our job and putting ourselves in the position to win the game.


PROS


  • Good harasser. Both of Preyta’s basic abilities have a rather long-range and his basic moving speed is higher than that of other heroes. This makes Preyta good at long-range damage dealing.
  • Preyta is great at clearing waves. His first ability can almost wipe out the wave in one cast.
  • Good ultimate. The Disciple of Plague allows you to use your abilities once more, right after they went on cooldown and they are empowered. As a bonus, you deal significantly more damage, gain shield and movement speed. One of the best ultimates in the game. High movement speed. This is especially important for harassers, it makes the poking really easy.

CONS


  • No real escape mechanism. His innate movement speed is higher than that of other mages, but he is still vulnerable to assassins and warriors like any other mage. Take the Flicker talent to escape when things are about to get rough.
  • Long cooldowns and high mana consumption. Both cons can make longer engagements a bore.
  • Ultimate dependency. If your ult is on cooldown you won’t have enough firepower for steady damage output.

Additional thoughts


Since his main ability Plague Scepter can deal damage in line it is a good tool for clearing the minion waves and hitting an enemy hero in the process. His other ability Poison Gas Bomb can help you push away the aggressive enemy that got too close or position them near you for the kill. Since you’ll be much faster than the enemy for most of the game, try to stay away and poke until they flee. When the enemy goes back to the base, use their absence to damage or destroy the tower or gank side-lane.

Position yourself right in front of the biggest crowd. It doesn’t matter who engages first, only your position is important. Start by positioning yourself around 800 units (right outside the range of your basic attack) from the closest enemy. Charge up the Plague Scepter into the crowd. After that use, the Poison Gas Bomb to disrupt some of the enemies, followed by Disciple of the Plague. Repeat the first two skills quickly and start pounding the closest foe. Use your skills whenever you can, but be mindful of how you are using the Poison Gas Bomb, if one of the enemies is running away push him back into your team if some of your teammates are in trouble help them by pushing the foe away. The ability is not dealing a lot of damage, but it is a lifesaver if you know how to use it.


the flash

He’s an extremely mobile, magic damage dealing, melee assassin. His Super Speed is great for initiating fights…


He’s an extremely mobile, magic damage dealing, melee assassin. His Super Speed is great for initiating fights. On top of this, his ultimate provides a great deal of control. He can be very strong, but it all depends on the enemy team and the level of coordination of Flash’s teammates.


Counters


Flash counters most Marksman, e.g Tel’Annas, Joker, Yorn, etc. some mages, e.g Ishar, Krixi, Natalya, etc.

He is countered by Aleister, Arum, Annette, Murad and Kil’Groth.

Flash synergizes well with Maloch, Alice, Ata, Lumburr and Airi.


Arcanas And Enchantments


The ideal Arcana setup for Flash would be:

  • Benevolence
  • Violate
  • Flurry

These Arcana give us HP Regen, Movement Speed, HP, Ability Power, Magic Pierce. HP Regen restores our HP faster so we can fight more often and won’t need to recall as often. Movement Speed allows us to roam faster, chase or escape enemies easier and works well with our Ult so the enemy will have a harder time escaping the radius of the Ult. HP increases our durability, allowing us to last longer in battles regardless of the damage source. Ability Power increases the damage of all of our skills, increasing our killing potential. Magic Pierce allows us to partially ignore the Magic Defense of enemies and deal even more burst damage to enemy carries.

A great Enchantment setup for Flash would be:

  • (Yellow) Mana Refill — Holy Verdict — Holy Thunder
  • (Blue) Enhanced Restore
  • (Red) Raging Inferno

Mana Refill restores our Mana partially when we land auto attacks or abilities on enemy heroes.

Holy Verdict increases our Magic Pierce so we bypass some of the enemy’s Magic Defense, allowing us to deal even more burst damage.

Holy Thunder deals additional damage when we hit an enemy hero with an ability or auto attack, which helps us kill enemies even faster.

Enhanced Restore refills some of our HP and Mana, which helps out a lot in the laning phase. It can even allow us to turn the tides of battles by gaining that small amount of bonus HP.

Raging Inferno deals bonus damage to enemy heroes when we hit them with auto attacks or skills. This helps finish off low enemy HP who are out of reach or even increases our burst even further, making us a huge threat to enemy carries.


Item Build


A great item build for Flash would be:

  • Gilded Greaves
  • Apocalypse
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Holy of Holies

If we’re against enemies with many HP restoration effects, we can get Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to clear the lane as fast as we can so we can roam and gank side lanes or scout the enemy jungle. Our mobility allows us to gank enemies with ease and we needn’t be afraid of scouting the jungle since we can dash away if we’re caught. We can even continuously harass the enemy jungle throughout the game since we can dash into the jungle, attack the jungler then dash back to safety.

In the Mid Game, both teams will be grouped as 3-5 players fighting for towers and neutral objectives. Flash will be at his strongest at this point of the game, efficiency wise and since all of our abilities deal AoE damage, we do well against multiple targets. The invincibility from our Ult allows us to safely dive the backline and potentially kill enemy carries before the enemy team can retaliate. Split pushing is also another option for us since we can clear waves, take towers and escape the enemy with ease. Flanking can also be done with ease since we have good mobility as well. However, we still have to be careful because if we get CC’d before we Ult, or after we Ult, we are susceptible to the enemy and can die easily.

In the Late Game, both teams will be grouped as 4-5 players and contesting for neutral objectives and towers. Flash falls off during this stage of the game because it becomes much harder to do our full combo on enemy carries without dying. Timing will become even more important because one mistake can throw away our chances of winning, due to the extremely long death timers. If the enemy team has a Late Game carry, it’s actually worth trading our lives for theirs if the opportunity presents itself because our team will have higher chances of winning the team fight if both of us are dead.


PROS


  • Great mobility. Super Speed is a dash ability with an extremely long-range which makes you very mobile and hard to catch.
  • Great initiation. Super Speed combined with Cyclone makes it an exceptionally potent engaging tool as both abilities make you untargetable.

CONS


  • Relatively long cooldowns. While your abilities are recharging be very careful since during that time you are most vulnerable. This makes cooldown reducing items pretty much mandatory for your build.
  • Most of his abilities are close range. You need to get up close to the enemy to utilize your full damage potential and a slight mistake can lead to your death.

Additional Thoughts


With The Flash, you will mostly focus on the Dark Slayer lane. You want to clear minion waves as fast as possible and move towards the enemy jungle to create chaos for your opponents. You will want to circle between your lane, jungle and the middle lane. With your arsenal of skills, you can easily dish out some burst damage and then return to your starting position. Keep doing that until the game reaches a point where grouping and team fighting is a must.

The Flash has great team fighting and initiation abilities. You start with Super Speed into Cyclone as both skills make you untargetable. It is a great combo since reactivating Super Speed returns you to starting position and removes you from danger. Just move around the fight a little bit more and repeat. Keep using Mach Punch when safe for maximum damage efficiency.


wisp

She is a crit based marksman, reliant on early snowball and later punishing enemy team with massive AoE channeling ultimate…


She is a crit based marksman, reliant on early snowball and later punishing enemy team with massive AoE channeling ultimate. Her Barrel Bomb is good for zoning enemies but is very difficult to land consistently. She scales fairly well into the late game, but given that she severely lacks mobility, and that her ultimate requires her to stand still while channeling, it is of utmost importance to position properly during team fights if you want to emerge victoriously. You can find Wisp in AoV tier list at the top of the page.

PROS

  • Very good AoE damage and team fight potential. All of the Wisp’s abilities deal AoE damage, which makes her extremely useful in team fight stages of the game.
  • Very decent dueling potential. If you manage to stun the enemy laner with the Barrel Bomb and follow it up with Loose Cannon, you will almost certainly outduel your opponent, and most likely force him out of the lane.
  • Awesome late game. Since most of her abilities benefit from critical strikes, and all of them deal AoE damage, once you get your core critical strike items, your damage will skyrocket.

CONS

  • Most of her abilities are skill-shots. While awesome on paper, Barrel Bomb is extremely difficult to utilize properly, and very hard to land against opponents who know what they are doing.
  • Very vulnerable while channeling your ultimate, so good positioning in team fights is a must.
  • Heavily reliant on control-oriented teammates. If you want to be successful, you need to have at least a couple of control-oriented heroes in your team. It will make your skills much easier to land, and that will additionally increase your team fighting potential.
  • Fairly slow movement. So it might make escaping enemy ganks a bit difficult (especially if your Loose Cannon is on cooldown).

Most of the time, Wisp should be played in a duo lane, preferably with some control-oriented hero. Early in the game, try to coordinate CC with your teammate to hit the Barrel Roll to stun the enemy. Follow up with Loose Cannon for some free shots, and if they decide to fight back, roll another barrel as soon as the cooldown is up. You can use the Loose Cannon to clear waves fast and push your opponent to gain some free time for roams. Whenever you can, take down some of the jungle monsters with your teammate. This way you will have the level advantage, which plays a huge factor in winning the lane. Also, help your jungler with securing the Abyssal Dragon to provide the extra XP / gold for your team. Be ready to assist with invades/roams in order to help other lanes or starve the enemy. Try to keep an eye out for the enemy jungler, and be aware of his ganks.

In this stage of the game, your job is to stay in a safe spot and deal as much damage as possible to the enemies. If your team consists of several control-oriented heroes, try to coordinate with them and use Barrel Roll followed by Shock and Awe once they unleash their CC skills. Assuming that you have at least 2 critical strike items, your ultimate will dish out some serious damage to the enemies. After you finish channeling the ultimate, use the Loose Cannon to reposition yourself and start doing some splash damage to the finish of low hp targets. If it happens that the enemies engage your team first, try to get into a good position before using Shock and Awe and in general be more aware.


wukong

He’s one of those heroes that need to stay ahead to be strong…


He’s one of those heroes that need to stay ahead to be strong. Wukong gains a passive bonus to his crit chance, has great outplay-potential and strong early game. However, if he isn’t played to those strengths or even worse if he gets jumped-on early by the enemy, the chances are that his late-game will be a disaster. Picking Wukong is kind of a gamble and granted it can be a fail pick if it succeeds, it’s a class act.


Arcanas And Enchantments


The ideal Arcana for Wukong would be:

  • Atrocity
  • Guerrilla
  • Skewer

From these Arcana, we gain Critical Chance, Attack Speed, Movement Speed, Attack Damage, Armor Pierce.

The Critical Chance allows us to do critical damage which will make our burst damage much higher, especially when combined with Wukong’s passive.

Attack Speed increases how much damage we can deal with auto-attacks since we will auto-attack quicker. Attack Speed also works well with Critical Chance, especially since Wukong relies mostly on his auto attacks to deal damage.

The Movement Speed allows Wukong to roam faster so he can have more of an impact on the game for his allies and to gank more efficiently. It also helps when sticking onto enemies with repeated auto attacks and even escaping losing battles.

The Attack Damage increases the damage of Wukong’s Ult and S1, making him a bigger threat to enemies, especially during an ambush.

The Armor Pierce allows us to ignore a part of the enemy’s Armor, increasing our burst damage even more, especially against priority targets since they usually don’t build Armor.

Good Enchantments for Wukong would be:

  • (Red) Devourer – Deadly Claw – Devil’s Awakening
  • (Yellow) Axe of Sacrifice – Blessing

Devourer restores a percentage of our HP and Mana with each assist or kill we score. This increases our survivability by a lot, especially since during a team fight we are usually going invisible, hopping in, and assassinating a carry. With our team already in a fight, we may be able to pick up additional kills, and restoring chunks of our HP in the process makes it that much more possible.

Deadly Claw increases our Attack Damage. This makes us do more damage with our Ult, S1, and auto-attacks, which make us deal even more damage. Since we only build damaged items, the more AD we have, the better our chances of killing enemies, which is our sole focus as an Assassin.

Devil’s Awakening reduces the cooldown of our S1 and S2 when we use our Ult. This works perfectly for Wukong because we use our S1 and S2 during the beginning of the combo, ending with ult, which means we get the full use out of the effect of this Enchantment. Being able to go invisible multiple times with dashes, makes it even easier for us to escape after assassinating someone.

Axe of Sacrifice increases the damage we deal and but also increases the damage we take. As an Assassin, Wukong will be focusing on dishing out large amounts of damage before the enemy can react to fight back. We’ll be able to deal way more damage than we receive, making this Enchantment a great choice.

Blessing increases our Critical Chance based on how much Crit we gain from our items. Having the extra Crit will help increase our chances of landing critical hits on enemies.


Item Build


A nice item build for Wukong would be:

  • Soulreaver
  • War Boots
  • Claves Sancti
  • Slikk’s Sting
  • Omni Arms
  • Blade of Eternity

If we run out of uses or the cooldown is in effect on Blade of Eternity, we can swap it for Death Sickle.


Gameplay Tips


In the Early Game, we want to clear our jungle as fast as we can so we can reach level 4. Once we reach level 4, we have a significant advantage over our enemies because we have our Ult while the laning opponents will still be level 2 or 3. Our ganks are extremely lethal since the enemy won’t see us coming when we time our invisibility well while using bushes. If we can score a few kills or simply chunk the enemies’ HP so they are forced to recall, it makes us able to take the Spirit Sentinel or Abyssal Dragon easier with the man advantage. If we get both of these, it makes getting the next ones that spawn even easier and gives our team Global Gold, EXP, and buffs. All of these bonuses make fighting easier for us, allowing our team to comfortably transition into the Mid Game.

In the Mid Game, both teams will be grouped as 3-5 players and battling for the control of Abyssal Dragon, Dark Slayer, and towers. Wukong is at his strongest at this point in the game, in regards to efficiency and will be able to assassinate enemy carries within a second or two. Since we have invisibility instead of stealth, the enemy gets no heads up when we’re nearby, making Mother Earth Magic Eye much harder for the Support to use to stop us from killing the carries. However, we still have to approach the fight with good timing and positioning because we’re still very fragile and can be killed easily if we go in at the wrong time. We also can split push if it’s needed since we have good wave clear and escape capabilities.

In the Late Game, both teams will usually be grouped as 4-5 players and fighting for Dark Slayer, towers, and Enraged Abyssal Dragon. There will be more fights that are not near bushes, making it harder to use our invisibility to hide our approach into the fight. However, if the enemy has a Late Game carry, it’s actually worth it to exchange our life for theirs if the opportunity presents itself. Their life is worth more than ours so even though it’s a 1 for 1 exchange, it puts our team ahead when it comes to chances of winning the fight. Timing is even more important because one death can make us lose the game due to the extremely long death timers.


PROS


  • Evasive. Wukong’s abilities are unique in a way in which they all grant you some form of mobility/invisibility. You can jump from bush to bush, walk while invisible your opponents will think they are in a horror movie, and all they can do is wait for you to pick your target.
  • Strong early game. Such mobility early game and skill that grants 100 both magic armor and armor is a really strong asset early, let’s not forget 15% passive crit and great damage passive. Early game you are a force to be reckoned with, so play strong and risky.
  • Awesome ganking and outplay potential. Invisibility, jump, stun and 2nd invisibility if played correctly and in good hands, you can escape any difficult situation and I dare say, 1v5 enemy, team.

CONS


  • One role hero. For Wukong its jungle only, you can play some mid and some Dark Slayer lane but you will lag behind in items and you won’t shine. If you lock Wukong in, you are only a jungle hero and nothing else.
  • Hard mechanics. Such mobility and evasiveness have to come with a price, and that price is that it’s really hard to play Wukong to its full potential. You are gonna need time before you get used to it, even when u do there is still a lot to learn.
  • Glass cannon. Your item build is basically all damage items, you will very rarely build any defense. As the game goes as your damage increases so will your squishiness if caught in a hard stun (Veera 2nd skill for example) you are done for.

Additional Thoughts


You will obviously want to play the jungle role with Wukong, you can invade starting level 1 but I wouldn’t suggest it without your team’s help. Falling behind early with Wukong is not what u want to do, it’s all about you getting an early start and constantly snowballing. Because of early crit, your jungle clear is amazing and you will not have to worry about it, also you have awesome ganking potential and you should play to your strengths. If you can start a gank with Great Sage and try to save Shadow Clone if you can in case you get counter initiated, but if you still need more damage do not be scared to use it. If not wait in a bush for an enemy to overextend and get close with Shadow Clone and auto-attack, and don’t ever forget to auto-attack in between your abilities as all of your damage comes from your passive.

Wukong is obviously not a straightforward kind of hero, go for ambushes from behind and flanks over the walls and such, your main target and priority is enemy backline (Supports, ADC’s, Mages) so try to get close and stick to them. Once you get a kill disengage, don’t get overeager wait for your cooldowns and then go again and repeat. Your standard combo should be Great Sage->Auto attack-> Shadow Clone-> Auto attack-> Monkey Buisiniss-> Auto attack-> 2nd cast from Monkey Buisniss-> Auto-attack at the end your Great Sage should come off cooldown and you see where this is going, if they are not already dead you just repeat. Early game you are not much of an objective taker, but once you get your items you can do whatever you want.


y’bneth

He possesses very high sustain during the laning phase, as well as high toughness, a fair amount of control, relatively good mobility and decent damage…


He possesses very high sustain during the laning phase, as well as high toughness, a fair amount of control, relatively good mobility and decent damage. At the cost of being slightly prone to kiting by a very few champs, Y’bneth is a fairly team-oriented champion, slightly less effective as a solo but certainly good enough to hold his ground.

PROS

  • Sustain and toughness. Both health and mana are being restored just by visiting the brush every 15 seconds. It may not seem as much but if you keep activating passive, there won’t be a need to for base teleport. Redwood Rush and Nature’s Realm put a shield on you, increasing the amount of damage you can take.
  • Control. Slamming enemies with Branching Out and placing them together in one place, ideal to use Nature’s Realm on all of them.
  • Mobility. If managed properly, Redwood Brush can be used multiple times for both engage and disengage.

CONS

  • Prone to kiting. Yes, Y’bneth can be a very mobile champion but in order to do so there must be multiple targets in the range of his abilities for Redwood Rush resets, and that is always an option with a relatively short range of his abilities, and the ultimate makes you immovable, which again enhance this weakness.
  • The best option for talent is Punish, yet he is not a great jungler. This one is the only talent not feeling clunky, for every other, there is something missing, while with Punish not only you can slow down the enemies but you can build Leviathan, an item that fits perfectly.

Y’bneth can be played in a solo lane or as support to a marksman. Focus on clearing the waves and make sure to enter the brush every 15 seconds. The job is simple, clear the waves, harass the opponent, once ultimate is available save it to coordinate with Jungler or Marksman and use everything to lock the enemy in place or prevent them from escaping. Engage in fights near the lane minions, as it helps you rack up Wicked Thorn stacks and make Redwood Rush occur more often. When you are the one ganking, come from behind and try to hit that 5 stacks while still behind the enemy and then use Redwood Rush to push him toward the allies. Ultimate has two major purposes, one, to increase Y’bneth toughness and two, to slow down and stun the enemies caught. Both require enemies to be hit by the seeds from the ultimate.

At this stage, Y’bnet truly shines. Two role types come to mind when considering this champion.

First, flanking the enemy team. Wait for your allies to be in position, walk/flicker into the range, use Branching Out to gather enemies in one spot, it should activate Redwood Rush (if you hit at least 3 targets), use it to push them sideways (careful not to push them away from allies or from ally ultimates like of Azzenka) and lay Ultimate on top.

Second, counter-initiation. Wait for the enemy to engage, use Branching Out to stop them from further advancement and Redwood Rush to push the enemy team away (if not enough stacks, cast one Wicked Thorn and then Redwood Rush). Once the enemy is pushed away use Ultimate and try to lock down the enemy in the most vulnerable position.


zanis

Zanis can be extremely effective if he scores some assists or kills early in the game…


He’s very much dependant on the early game. Zanis can be extremely effective if he scores some assists or kills early in the game. His first ability is a mix of Sprint and Purify, allowing him to engage or disengage with ease, while True Damage and Knockup from his ultimate are immensely helpful. However, Zanis can be prone to kiting and is relying on passive to gain necessary attack damage, which is why players really need to do well in the early game to make him efficient.


Arcanas And Enchantments


The ideal Arcana for Zanis would be:

  • Indomitable
  • Guerrilla
  • Skewer

A wonderful Enchantment setup for Zanis would be:

  • (Red) Devourer – Deadly Claw – Devil’s Awakening
  • (Blue) Enhanced Restore – Gunslinger

Devourer restores some of our Mana and HP whenever we get a kill or an assist. This is extremely useful because once we commit to a fight, it’s very hard for us to get out since we don’t have that much mobility. However, we’re great at killing enemies and prolonged battles, allowing us to maximize the effect of this Enchantment.

Deadly Claw increases our Attack Damage which will make all of our abilities and auto-attacks stronger. This is the most important stat to us and we buy items that all increase our damage, making this great for Zanis.

Devil’s Awakening reduces the cooldown of our S1 and S2 when we use our Ult. Since we use our S1 to engage and S2 once we’re within range before Ulting, it helps further increase our damage and let us use our S1 and S2 again within a few seconds. Having access to our S1 again so soon gives us better chances of surviving if we need to try to escape or chase down the enemy.

Enhanced Restore recovers our HP and Mana partially and immediately when activated. This is very useful in the Early Game when we try to scale hard. It’s useful at all stages of the game though. It helps when we don’t have blue buff to fight without needing to recall.

Gunslinger increases our Attack Damage with each stack that we gain, up to 6 stacks for 60 AD.


Item Build


An amazing item build for Zanis is:

  • Soulreaver
  • Gilded Greaves
  • Claves Sancti
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If our Blade of Eternity runs out of uses or is on cooldown, we can pick up a Death sickle in exchange.


Gameplay Tips


(Description of what to do in the early, mid, and late game while giving specialized tips or tricks with skills or hero)

In the Early Game, we want to clear both sides of our jungle so we can reach level 4 as soon as possible. Once we reach level 4, we can gank the enemy laners prioritizing the Abyssal lane. Zanis’ Passive Ability helps to snowball us even harder because with each kill we gain Attack Damage, similar to the Gunslinger Enchantment, however, this stacks up to 20 times, for a whopping 200 AD. Putting our laners or ourselves ahead allows us to take neutral objectives much easier to increase the power differential.

In the Mid Game, both teams will be grouped as 3-5 players fighting for control of towers, Dark Slayer, and Abyssal Dragon. Zanis will be at his strongest at this stage of the game, in terms of effectiveness. We’ll be aiming to get a good flank or dive so we can assassinate the enemy carries. We’re also good at finishing enemies off, so cleaning up escaping enemies is also easy for us to do if we’re in the proper position to do so. If team fighting is proving difficult, we can also split push since we can take towers very fast, clears waves, and run away if too many enemies are coming and win duels against most heroes.

In the Late Game, both teams will be grouped as 4-5 players battling for Enraged Abyssal Dragon, Dark Slayer, and towers. Zanis is still very strong but falls off because team fighting against grouped enemies while being a fragile melee hero is very difficult. As soon as we dive in, we will be focused, CC’d, and killed and with long death timers. Timing is very important here for flanking but if it proves too difficult, we can focus on protecting our ally carries and waiting for an opportunity to dive. Lastly, if the enemy has a Late Game carry, it’s actually beneficial for our team if we trade our life for theirs since they can contribute more to a team fight than we would be able to.


PROS

  • Split pusher – possibility to self-buff attack speed, movement speed, and damage, combined with some stacks of passive and Zanis is set to have a huge impact.
  • One-on-One– having some kills/assists in an early game, coupled with good use of an ultimate ability, Tail Sweep, and Zanis can be deadly when ambushing solo targets.
  • Aggroing opponents– because he can stick to the target and have good single target DPS, it is really important to not let him get inside your Marksman during a team fight. That is why he draws a lot of attention and by doing so opens up more space for his team to maneuver.
  • Great Duelist
  • Superior scaling due to passive Cleanse CC with S1 True Damage
  • Great at cleaning up escaping enemies Decent at split pushing

CONS


  • Low toughness. Zanis is a soft melee champ and that is the main issue. Going into a brawl and not having a toolkit to survive if focused, is a cause of so many bad scenarios in team fights.
  • Must have successful ganks early– Zanis depends heavily on his passive for a late game, therefore games are decided in those early ganks. It is “make or break” for him to have success in the first few times he enters the lane.

Additional Thoughts


Early on, in the game, it is all about getting that level 4 Ultimate. Help your teammates only if you are absolutely sure kill or assist is imminent. At level 4, pay more attention to lanes. You need that first gank to be successful because of Zanis’s passive.  Focus on farming, get ahead in XP and gold, and gank only when success is almost guaranteed. Getting your team ahead is crucial because later on in the game they will probably face opponents in a 4v5 scenario.

Start with your Ultimate for initiation. If your teammates have some cc, use Tail Sweep for buffing your auto attack speed (abusing your ultimate true damage buff to auto-attack). If your team has no cc, then after Ultimate (Dragon’s Wraith) follow through with Blood Wyrm for a slowing effect, and then quickly Tail Sweep. Alternatively, you can use Frostbite (evolved Punish) talent for the first slow and save Blood Wyrm for escape in case the fight takes a wrong turn.

Zanis role during this period of the game is a classic warrior/assassin role. This role entails following up on initiation and while your team is dealing with the front line, you flank enemy and dive into their back line. Use Tail Sweep and Dragon Wrath combo to quickly eradicate enemy, but save Blood Wyrm if you need to chase or more importantly to remove crowd control from yourself. Take note of your ultimate (Dragon Wrath) and the fact it deals a decent amount of true damage. This is very dangerous for enemy tanks and if no squishy targets are nearby, then help your team take those big targets down. It is important to remember to use Dragon Wrath (ultimate) for gap closing and Blood Wyrm for removing cc and sticking to the target at the same time.


zill

He’s a mobile assassin with a good burst with the ability to become untargetable while using his ultimate.


He’s a mobile assassin with a good burst with the ability to become untargetable while using his ultimate. Zill has great mobility thanks to his Wind Shift skill and Dustdevil passive. Zill’s highly effective when taking down squishy targets, but his effectiveness drops when his ultimate is on cooldown or the target has a lot of magic resist.


counters


Zill is good against all Marksman, some mages, e.g Krixi, Natalya, Dirak, etc.

He is countered by some Warriors, e.g Kil’Groth, Amily, Zanis, etc. and some Supports, e.g Zip, Alice, TeeMee, etc.

Zill synergizes well with Ignis, Riktor, Maloch, Alice, and Rouie.


Arcanas and Enchantments


The ideal Arcana build for Zill would be:

  • Flurry
  • Violate
  • Benevolence

These Arcana give us Attack Speed, Ability Power, Magic Pierce, HP, Movement Speed, and HP Regen.

Attack Speed increases our damage output with auto attacks and synergizes well with Zill since his auto attacks deal bonus magic damage.

Ability Power increases the damage of all of our skills.

Magic Pierce allows us to partially ignore the enemy’s Magic Defense to deal increased burst damage to priority targets.

HP increases our survivability in duels, skirmishes, and team fights.

Movement Speed allows us to roam, gank, chase, and escape easier.

HP Regen restores our HP faster so we have more time to fight and farm, rather than need to waste time recalling to base as often.

The ideal Enchantment setup for Zill would be:

  • (Red) Raging Inferno — Deadly Claw — Curse of Death
  • (Blue) Enhanced Restore — Gunslinger

Raging Inferno deals bonus damage to enemy heroes when we hit them with auto-attacks or abilities and is great at finishing low HP targets off.

Deadly Claw increases our Ability Power, which will increase the damage of all of our abilities.

Curse of Death deals additional damage to enemy heroes when we hit them 3 times consecutively. Then after a few seconds, they take additional damage again. This Enchantment makes bursting priority targets so much easier for Zill.

Enhanced Restore restores our HP and Mana immediately when used. This can help us turn fights around or increase our sustain, especially in the Early Game.

Gunslinger increases our Ability Power whenever we score a unique hero kill, stacking up to a total of 6 times since we start off with 1 stack by default.


Item Build


A great item build for Zill would be:

  1. Loki’s Curse
  2. Gilded Greaves
  3. Evil Secrets
  4. Hecate’s Diadem
  5. Rhea’s Blessing
  6. Arctic Orb

Gameplay Tips


In the Early Game, we want to clear our jungle camps as quickly as we can so we can reach level 4 and begin assisting allies with our ganks. We can easily gank enemies by using our S1 to slow them then using our S2 to get within melee range and finish them off with our Ult, if needed.

Establishing control of lanes makes our allies have an easier time winning them and also makes it much easier for us to get the Spirit Sentinel and Abyssal Dragon secured for our team. Our damage will spike immensely once we get enough gold to finish our Loki’s Curse.

In the Mid Game, both teams will be grouped as 3-5 players, contesting one another for neutral objectives and towers. All of Zill’s skills deal AoE damage and he will be at his strongest, efficiency wise at this stage of the game.

We will be able to assassinate enemy carries with ease if the opportunity presents itself and due to the invincibility effect on our Ult, we can’t be interrupted by their allies. We also have the dueling prowess and mobility to split push at this point, if needed, opening up additional strategic openings for our team to secure kills or objectives.

This makes Zill more flexible, allowing him to fulfill many different roles and lets him adapt to different win conditions easier than most.

In the Late Game, both teams will be grouped as 4-5 players, battling for neutral objectives and towers. Zill falls off a bit since it becomes much harder to assassinate carries with everyone being grouped together and much tankier now.

Also, the damage of his Ult is decreased if enemies are nearby his target since it will waste hits on the other nearby targets. Split pushing is also no longer viable because if we get caught or our team gets engaged on, the death timers are so long, it could be the end of the game for us.

Patience and the art of surprise will be the key to our success here and even exchanging our lives to kill the enemy Marksman will be worth it since they would do more damage than we could do at this stage of the game. However, if we can manage to assassinate the enemy carries this far into the game, it’s pretty much a guaranteed win for our team.


PROS


  • High burst damage. If you combine his abilities right, after he gets his ultimate, Zill is a foe every hero, except the tank, should fear. He can wipe any AD or mage in one quick burst.
  • Mobility. Zill has Wind Shift which resets after a few auto attacks, because of your passive. This, combined with slowing the enemy, is why Zill is so hard to escape. You can use Wind Shift to engage and disengage fights, or go over walls in the jungle.
  • Invincibility during Ult
  • Good mobility

CONS


  • Susceptible to crowd control and burst damage once his ultimate Tornado is on cooldown. Since you are extremely squishy, it won’t be hard for any enemy hero to finish you off. You need to be careful when you engage in fights without Tornado.
  • Tornado has a long cooldown. Your main source of damage, Tornado has a long basic cooldown, and that means after you shoot it out you can poke enemies, but can’t risk your neck in the middle of a team fight. Need to time yours engages correctly. If you engage randomly, you might find yourself in quite the pickle. Time your ganks right.
  • Ult cannot be controlled damage wise
  • Weak against Tanks
  • Short-range for a Mage

Additional thoughts


You should always play as the jungler, staying in lanes is just a waste of potential for Zill. He can move quickly through the jungle and after you get to level 4, he can start with ganks. Engage fights with Wind Shift and use Wind Blade right after. That should fill your passive, so hit a few auto attacks and if the enemy can escape use either Wind Shift again (should be refreshed with your passive) if the foe is really low on health, or a Tornado if he still has a significant chunk of HP. Don’t waste your ultimate on an enemy that is too strong to die. There will be better opportunities, save it. It is a very valuable ability and should be used only to secure you a kill, or to save you from being targeted.

You should never initiate a team fight. It’s all about the timing with Zill. A moment too soon and the enemies will target you, a few seconds too late and you won’t be able to help your teammates. Stay in the back or flank the enemy to attack their back line. But do that only after a few seconds, not when the fight breaks out! You’ll ensure that the enemy has no means to stop you, so it should be easy to dispatch them. Start with Wind Shift, followed by Wind Blade, and after a few auto attacks use Tornado. After the back line is dead, run into their front line and make a mess there. If you need to run away use your renewed Wind Shift to retreat. If not, use it to engage the enemies again.


baldum

A towering hulk, this centaur is a very tough tank with some mobility, but the thing separating him from the rest of the pack is the potency of his control abilities…


A towering hulk, this centaur is a very tough tank with some mobility, but the thing separating him from the rest of the pack is the potency of his control abilities. Baldum can charge and toss enemies over his head, easily separating them from the rest of the group. His second ability provide solid damage reduction, while also dealing very high damage. Baldum is an interesting Hero to play if you can consistently land his ultimate and have a very good early farm (not falling behind is very important).

PROS

  • Great setup/zoning. The Ultimate (Wild Prison), and 1st ability (Wild charge) displace or incapacitate enemies, and both are great for setting up extra CC or damage. You can easily zone enemy teams or buy time when fighting over big objectives.
  • Great TANK. If you are looking for a pure Tank and a pure frontline, you will find no better than Baldum. Your skills enable you to charge in, be in the front, and take loads of damage, if you add to that your zoning capabilities, Baldum is a tank that any 5 man lineup dreams of.
  • Additional scaling with armor. When facing against heavy physical damage oriented team, Baldum is an incredible pick for he can become a full-on Armor build.

CONS

  • Easily kited. Baldum is the up-front-and-personal type of hero, and if the enemy has ways to prevent him from reaching a target, he is rendered useless.
  • Casting a bad ultimate can even help the enemy. One example is landing it on target just before an ally uses an important ability, effectively preventing the target from receiving damage.

As versatile as he is, Baldum is probably best suited as a roamer. As a roamer focus on helping out your mid lane, as you will probably have the highest kill potential there, and to annoy the enemy jungler. Don’t start combat with Wild Charge, if it’s not necessary,  use Wild Stomp instead and keep auto-attacking, save Wild Charge for if they use Flicker or some form of mobility skill. Once you hit level 4, your standard combo should be Wild Charge into Wild Prison, since 90% slow for 1 sec is almost like stun, and should be more than enough for you to land Wild Prison on their face. Once out of the prison, finish them off with Wild Stomp.


diaochan

Frost mage that can hit multiple enemies, slowing down or freezing them…


Frost mage that can hit multiple enemies, slowing down or freezing them. With a good array of offensive and control abilities, Diaochan can wreak havoc upon the enemy team while staying on relatively safe distance, behind friendly tanks. Her ultimate ability requires channeling, and it should be used in combination with Diaochan’s passive since it provides short-time immunity to damage and control effects, that effectively prevents the enemies from interrupting you while casting.


counters


Diaochan counters some Assassins like Quillen, Enzo, Kriknak, etc. some Mages like Natalya, Krixi, Ishar, etc, and some Marksman such as Yorn, Tel’Annas, Brunhilda, etc.

Diaochan is countered by some Warriors, e.g Rourke, Kil’Groth, Zanis, etc. some Assassins, e.g Zill, Keera, Airi, etc. some Marksman, e.g Capheny, Violet and Wisp, etc.

Diaochan synergizes well with Maloch, Alice, Zip, Joker, Arum, etc.


Arcanas And Enchantments


An efficient set of Arcana for Diaochan would be:

  • Violate
  • Flurry
  • Benevolence

These Arcana give us Ability Power, Magic Pierce, HP, HP Regen, and Movement Speed.

Ability increases the damage we deal with all of our abilities and is our main stat.

Magic Pierce allows us to partially bypass the enemy’s Magic Defense, further increasing our damage and helps us burst down targets with low defenses easier.

HP increases how much damage we can before we die, allowing us to survive longer in fights and synergizes well with our Ult since we will be immobilized during the duration.

HP Regen restores our HP faster so we can participate in more fights and heal faster during our downtime, rather than needing to recall to the base as often.

Movement Speed increases our roaming, ganking, chasing, and escaping capabilities since we can move faster.

The ideal Enchantment build for Diaochan would be:

  • (Yellow) Mana Refill — Holy Verdict — Holy Thunder
  • (Blue) Enhanced Restore — Raging Inferno

Mana Refill restores our Mana by 8% each time we land an auto-attack or ability on an enemy hero. This helps us maintain our Mana pool, especially in the Early Game when Mana is much more scarce.

Holy Verdict increases our Magic Pierce, which helps us penetrate the enemy’s defenses to deal more burst damage so we can kill enemy carries faster.

Holy Thunder deals additional damage when we hit an enemy hero with an ability or auto-attack, which not only helps increase our poke damage, but it also increases our burst damage even more.

Enhanced Restore refills some of our HP and Mana instantly when used and helps us sustain in the Early Game a lot easier. It also can aid us in turning fights around when we gain a bit of extra HP the enemy wasn’t expecting us to have.

Raging Inferno deals additional damage to enemy heroes that we hit with auto-attacks or abilities. This not only adds even more damage to our damage output but it’s also good at finishing off enemies who may have gotten away from us with a low amount of HP remaining.


Item Build


A fantastic item build for Diaochan would be:

  • Gilded Greaves
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Arctic Orb

If we’re up against a team with troublesome restorative effects or items, we can pick up Tome of Reaper instead of Evil Secrets to cut their regenerative effectiveness.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can so we can start roaming. In the beginning, S2 is the best option, since it will have time to fully stack charges before we need to begin fighting. Also, if we manage to land it on an enemy we can deal a lot more damage than we could’ve with S1 and it can even be a potential kill if we have allies nearby to followup.

Slowing the enemy with our S1 before using S2 makes it a lot easier to land it, especially on immobile Mages. Once we’ve cleared our lane, we can start roaming to gank side lanes and our ganks are very potent, due to how effective our S2 is. If no gank opportunities present themselves, we can opt to scout the enemy jungle to potentially steal a low HP buff, camp, or just figure out which side the jungler started on.

Obtaining this information helps our team protect themselves from the first incoming gank since we know which side the jungler will end their clear on, which is most likely the side of the map they will attempt to gank first. However, we’re also immobile so we need to take care of our surroundings when roaming, especially if we’re alone.

In the mid-game, both teams will usually be grouped as 3-5 players and fighting for control of neutral objectives and towers. Diaochan really starts to shine here, especially since all of our abilities deal with AoE damage.

Landing S2 to start a fight usually solidifies the victory of a team fight, which can lead us into a neutral objective or tower, if we’re ahead or on even ground, especially if it landed on an enemy carry or multiple targets. Positioning is key here since our Passive Ability can only protect us from one attack and we’re immobile, making us a sitting duck for enemy Assassins or divers.

In the late game, Diaochan falls off a bit damage wise but is still extremely useful due to her CC from S2.

Both teams will be grouped as 4-5 players, fighting for Enraged Abyssal Dragon, Dark Slayer, and towers. It’s much riskier for us to get close enough to the enemy team while doing our Ult safely, so it’s better to either wait for the right moment to engage or to focus more on protecting our ally carries DD, EE, and our S2 can protect our Marksman from enemy Assassins or divers, allowing us to double as backup support or utility Mage. Landing our S2 is the crucial factor because, without it, our damage output will not be enough to matter in the end.


PROS

  • Diaochan can deal a lot of single target damage because her skills are complementary, and she is dealing more with every ability after the first thanks to her passive.
  • Strong ultimate. Thou this is only the case if it lands after some other ability, preferably Diamond Dust as it will lock down target forcing it to take entire punishment.
  • Great control. Every skill Diaochan uses has a control ability beside damage, Blizzard and Chilling Frost can slow, Diamond Dust freezes the enemies solid.
  • Good burst damage
  • Good poke damage

CONS


  • She is squishy, you need to play carefully. Slow the incoming enemies, freeze them and try to use your ulti if you can’t run. 600 armor could save you.
  • Weak early game wave clear. She lacks in power to quickly clear the minions, so she is forced to either kill minions under her tower (it is difficult to last hit there) or to spend both charges of Diamond Dust, which she needs if the jungler is about to come help in lane.
  • Her ultimate Blizzard can be canceled with stun. This poses as weakness to control effects.
  • No mobility
  • Damage is centered around landing S2
  • Hard to land S2

Additional Thoughts


Take Chilling Frost as a solo laner. Try to harass the enemy whenever you can while killing minions with your normal attack. When you get the second skill to try to predict the enemy and cast it to close behind him. Spike him first with Chilling Frost and then use Diamond Dust to freeze him. You should have enough time to cast Chilling Frost again after the freeze ends. With Blizzard on the end of that combo, you become really deadly. Never stay too far in the lane, especially if you are going solo since you have no running skills.

You need to stay in the back of every team fight. You should use the Chilling Frost and Diamond Dust on the enemy front laners, and position yourself on the back for the ulti as well. Do not try to get in the center of the fight and cast the Blizzard thinking you are invulnerable, foes will melt you down maybe even before you cast them. A safe distance is a key here, you don’t need to target every foe. This is also useful if your team backs up a bit, your enemies will run straight into your ulti and probably won’t have time to interrupt it.


d’arcy

The arch-mage is a perfect mix of zone control, huge damage, safety and also some playmaking potential…


The arch-mage is a perfect mix of zone control, huge damage, safety and also some playmaking potential with his ultimate ability to teleport enemies back to the original location. While most players take D’Arcy to the lane, he can actually shine in the jungle, where he can take full advantage of his passive. His ganks are extremely potent, because the combo of Skill 1 and the ultimate is very hard to avoid for most heroes.


Arcanas And Enchantments


An efficient Arcana setup for Darcy would be:

  • Flurry
  • Benevolence
  • Violate

These Arcana give us Ability Power, Attack Speed, HP, HP Regen, Movement Speed, and Magic Pierce.

The Ability Power increases the damage of all of our abilities, allowing us to dish out even more damage to enemy heroes, clear minion waves faster, and jungle camps as well.

The Attack Speed increases the overall damage output of our auto attacks, which usually isn’t that effective for most mages but D’Arcy’s enhanced auto attacks from his S2 make it even more useful.

The HP makes us more durable against all damage sources, even True Damage, and since D’Arcy is very fragile, the extra HP helps out a lot when it comes to his survivability.

The HP Regeneration restores our HP faster, so we can fight more often without needing to recall all of the time.

The Movement Speed synergizes nicely with the Movement Speed buff from our S2 and helps us pursue, escape roam and gank even better.

The Magic Pierce allows us to partially ignore the enemy’s Magic Defense, increasing our burst damage, especially against enemies with low Magic Defense. It also helps against tankier foes, though our main focus will usually be fragile carries.

The ideal Enchantment for D’Arcy would be:

  • (Yellow) Mana Refill – Blessing – Sacred Protection
  • (Blue) Mark of Frost
  • (Red) Raging Inferno

Mana Refill allows us to restore our Mana partially when we land an auto-attack or ability on an enemy hero. This will help us maintain our Mana pool and help sustain us when we don’t have the blue buff.

Blessing increases our Ability Power from items, allowing us to scale even better and deal more damage with all of our abilities.

Sacred Protection gives us a shield, bonus Magic Lifesteal, and Movement Speed when we take a certain amount of damage in a small period. This increases our survivability even more and helps us a lot when in a pinch.

Mark of Frost allows us to use the Arctic Orb effect once per game, which can be game-changing, especially in earlier stages of the game. It can even be used to mitigate a lot of damage in fights because the immunity to damage and CC allows us to avoid a lot of incoming abilities.

Raging Inferno deals bonus damage to the enemy when we hit them with an auto-attack or ability. The bonus damage is based on our Ability Power and can help increase outburst damage further or finish off low HP enemies.


Item Build


A wonderful item build for D’Arcy would be:

  • Loki’s Curse
  • Gilded Greaves
  • Evil Secrets
  • Hecate’s Diadem
  • Arctic Orb
  • Rhea’s Blessing

If we’re in the Mid Lane, we can take that same build, but replace the Loki’s Curse with Apocalype.


Gameplay Tips


In the Early Game, if you’re jungling, you want to clear the jungle as fast as you can so you can reach level 4. As D’Arcy, you can actually kite your blue buff to the camp closest to it and if you position yourself in between them both, as close as you can get without breaking aggro, your S1 will hit both of them, making for a very fast clear. Once we’re level 4, our ganks are extremely lethal due to our Ult. If we can gain an advantage for ourselves or our allies, it makes getting the Spirit Sentinel and Abyssal Dragon much easier.

In the Early Game, if you’re in the Mid Lane, you want to clear the lane as quickly as you can so you can start roaming to gank side lanes or to check the enemy jungle to figure out where they started. Knowing where the enemy jungler began allows us to determine the gank path they will most likely take and who they will gank first or we can even potentially steal a camp or buff.

In the Mid Game, both teams will be grouped as 3-5 fighting for control of Dark Slayer, Abyssal Dragon, and towers. D’Arcy will be strong at this part of the game. Efficiency wise he will be able to do vast amounts of AoE damage with his Ult and S1. Being able to become immune to auto attacks allows him to deal with Marksman with ease and other heroes who rely on auto-attacks. Taking down neutral objectives will also be relatively easy due to the low cooldowns to deal a lot of DPS to a single target. However, ulting improperly can be very dangerous and we will also have issues against Supports who cleanse CC.

In the Late Game, both teams will be grouped as 4-5 players and fighting for control of Enraged Abyssal Dragon, Dark Slayer, and towers. D’Arcy will be at his finest where he can one-shot squishier target. He won’t be able to be as aggressive as he was in the Mid Game because smart enemies will stay together and will have cleanse item. Fortunately, the ult cooldown is shorter than the Support’s cleanse item, allowing you to eventually pull off a great Ult to set your team up to win. If that proves too difficult, you could always use your Ult to protect your ally carries from assassinations.


PROS


  • Safety. Ability to become untargetable for a 1 sec on relatively short cooldown while being a range hero… no-one can ask for more.
  • Creativity. The ultimate with its double teleport capability (for both you and the enemy), have potentially an endless number of ways you can use and abuse. Confusing the enemy is so easy with D’Arcy.
  • Strong in both solo and team situations. D’Arcy’s skill-set is amazing for dueling. The incredible thing is, his ultimate opens up even more options in team-fights. I simply cannot recommend one playstyle over the other because of how good he is in both scenarios.
  • Good Mobility
  • Insane damage
  • Good at team fighting
  • Invulnerability effects
  • Game-changing Ult
  • One-shot potential late game

CONS


  • Targeting high mobility champions. Champions like Raz, Tulen, Lauriel, and others with mobility option on short cooldown, can be challenging to hit with his 2nd ability (even with ultimate for that matter) because both of those abilities have a delay (1.25 sec for 2nd and 0.5 sec for ultimate) which leaves a certain timeframe for escape.
  • Roaming potential. Not only does he needs to use 2nd skill twice (which means he waits for an entire cooldown), but he lacks clear mobility skills and his base movement speed is just 360. This makes D’Arcy a very slow champion so others can out-rotate/roam him.
  • Mana-starved. Though his passive is refunding 20% of lost mana, there are clear issues with it. Most of the time minion waves will be cleared by the time the energy bar is at 50-60%. If the enemy plays smart and not allow D’Arcy to hit him, the only other option remains a jungle monster or a blue buff… and we all know how sensitive junglers are about their precious creeps.

Additional Thoughts


Prioritize Dimensional Cube, unless you are targeted often by highly mobile assassins, in which case having Dimensional Walk ready more often is preferential.

Hitting the enemy champion is not just important for the sake of harass, but also you need to fill the energy bar as often as possible. Failing to do so will lead to severe mana issues. Either that or steal the blue buff. D’Arcy gank and/or ability to work in a team is great, but his roaming potential is weak. Because of this, we must focus on our close surroundings, ignoring side-lanes at the start. The top priority objectives are 1. Clearing Minion waves, 2. Helping in jungle skirmishes, 3. Abyssal Dragon, 4. Roaming Sidelanes. A potentially good solution for ganking a side-lane is for jungler to cover the middle-lane. This is particularly effective in combination with Kil’Groth where D’Arcy’s strong gank replaces Kil’Groth’s weak one, and D’Arcy’s absence from lane will quench Kil’Groths dire thirst for the farm, hitting two birds with one stone.

The reason his ganks are so effective is the ability to prevent an enemy from escaping (with his ultimate), while at the same time dish out tons of damage.

The primary D’Arcy’s role here is to harass, zone and control the enemy by using Dimensional Cube (2ndskill). Save Dimensional Walk in case an enemy assassin try to dive you, but if he reveals himself by attacking someone else, make him pay by zapping him with an enhanced normal attack from this skill. All the while looking for the opportunity to connect ultimate onto the enemy squishy part of the team (and execute it in the manner described in Play Sample at the start of this guide).


florentino

Playing Florentino sometimes feel like dancing around your target, however, don’t let this feeling fool you…


Playing Florentino sometimes feel like dancing around your target, however, don’t let this feeling fool you. He might be dancing around and collecting flowers, but Florentino is also packing tons of damage and he’s always ready to unleash his devastating abilities on an unsuspecting enemy. Florentino can be very effective, and hard to deal with, when played in DS lane. He can also be played in the Slayer Lane.


Arcanas And Enchantments


A great Arcana setup for Florentino would be Onslaught, Skewer, and Assassinate.

From these Arcana, we get Attack Damage, Armor Pierce, and Movement Speed bonuses. The Attack Damage increases the damage of our S1, S2, and auto-attacks. It also will increase our recovery effects from lunging. The Armor Pierce lets us partially ignore the enemy’s armor value. This lets us do more burst damage and more damage overall, especially against targets with low armor. Movement Speed will allow us to roam more efficiently, stick to targets easier, and even escape undesirable battles.

An ideal Enchantment setup for Florentino would be:

  • (Red) Devourer – Deadly Claw – Desperate Duel
  • (Blue) Enhanced Restore – Gunslinger

Devourer restores our HP and Mana whenever we score a kill or an assist. We don’t use Mana on Florentino but the HP recovery is more than enough to make this Enchantment worthwhile. This ability helps us a lot in team fights and skirmishes by giving us additional survivability by recovering percentages of HP mid-fight.

Deadly Claw Increases our Attack Damage and Ability Power. Ability Power isn’t useful to Florentino but the Attack Damage adds to our S1, S2, and auto-attack damage.

Desperate Duel gives us stacks every time we use an auto-attack or ability on an enemy hero. The stacks give us bonus Movement Speed and when we reach 10 stacks, we recover HP, gain Armor Pierce and Magic Pierce. The Magic Pierce isn’t useful for Florentino but the Armor Pierce increases our damage output significantly, even against tankier enemies. The HP recovery also increases our survivability further.

Enhanced Restore recovers some of our HP and Mana immediately. Florentino doesn’t have Mana, but the amount of HP this recovers, especially in the Early Game makes it well worth taking. It can even surprise enemies and help you turn the tide of a fight when you restore HP unexpectedly.

Gunslinger increases our Attack Damage by 10 for each stack we get, for a total of 6 stacks for 60 Attack Damage. We gain stacks for each unique hero we kill and since we start off with 1 stack, killing each enemy hero once will give us 5 stacks, for a total of 6.


Item Build


An ideal build for Florentino would be:

  • Gilded Greaves
  • Rankbreaker
  • Hercules’ Madness
  • Mail of Pain
  • Medallion of Troy
  • Blade of Eternity

If your Blade of Eternity runs out of uses or is on cooldown, you can exchange it for Death Sickle.

If the game lasts long enough, you can exchange your Rankbreaker for Muramasa since it will be more efficient against enemies with higher armor values and in the Late Game, everyone will have a lot more Armor than they did in the Early Game.


Gameplay Tips


In the Early Game, we want to clear lane as fast as possible so we can get level 2 to start roaming to mid lane or scouting the enemy jungle to see where the enemy Jungler started. Knowing where they started helps us determine the enemy gank path and even allow us to potentially steal a camp or buff away from them, which will set them behind. Once we’re level 2 we can out trade most people so we can try to fight our laner or continue ganking Mid Lane. Once we’re level 4, if we have a significant health lead over our lane opponent, we can 1v2 them and the enemy that is ganking us.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Dark Slayer, Abyssal Dragon or towers. At this time, Florentino will be very powerful, allowing him to split push to apply pressure to the side lanes and clear the enemy jungle, increasing his advantage further. Most of the time, multiple people will have to come to stop you since you will be able to win duels against most heroes and this allows your team to take advantage and win fights or take objectives 4v3, 4v2, etc. You also can join the team fights 5v5 but you have to make sure you engage at the right moment and on the right target, like enemy carries who are easy for you to kill.

In the Late Game, both teams will be grouped as 4-5 players usually, fighting for control of Enraged Abyssal Dragon, Dark Slayer, and towers. Florentino falls off a bit during this stage but he’s still very threatening due to the effects of his Ult. It becomes much harder for him to do what he excels in, which is dueling since everyone will be grouped up. It’s also harder for him to reach his priority targets with everyone being together but if he manages to do so, he can still kill enemy carries with ease, allowing his team to take these neutral objectives and win the game.


PROS


  • Duelist. A great deal of single target damage combined with several sources of control (70% slow for 0.5 sec from passive, 0,75-sec stun from Blossom, and 0,75 sec from 2nd cast of Tripple Threat – knock-up), add some true damage to the list and you get the champion that can take almost any other in straight-up duel (provided the player is of sufficient skill caliber).
  • Great at taking down objectives such as Abyssal Dragon, Dark Slayer or Towers. When taking down these objectives, the use of Blossom, and collecting flowers is unhindered, enabling the damage to skyrocket.
  • Elusive. It is very difficult to land a skillshot on him. By enhancing the normal attack range, enabling to charge at the target and move at increased movement speed after he finishes the charge (while also being immune to control), Florentino is an extremely difficult target to land some of the narrow type skillshot.

CONS


  • Difficulty. If you can reliably hit ultimate, then Blossom, then picks up at least 2 flowers, while in between every flower you land one Tripple Threat charge and one normal attack, and to do this extremely quickly and reliably during the pressure of team fights… then this weakness won’t bother you. Everyone else should know that Florentino is not an easy champion to pull-off. No matter how talented you are, practice this champ a lot before joining ranked matches.
  • Disengage. Once engaged in combat (usually started with ultimate), Florentino has no real ways to escape. The only tool available to do so is Gentleman’s Duel but we also need that to land on target as many times as possible (both for increasing chance of victory as well as bonus attack damage gained).
  • Squishy. Other than health gain and immunity to control after landing Lunge, Florentino has no meaningful defensive tool to speak of, and being melee assassin, that puts him in a tight spot… to dive into the middle of things, but to survive.

Additional Thoughts


While being decent jungler, Florentino is, after all, best suited for Dark Slayer lane. Grab one of the small jungle creeps as it is a safe experience. During the early stage of the game, try to single out the enemy and duel him, but only do so once you have insight into an enemy jungler’s location. If you win the duel and kill or push the enemy out of the lane, turn your focus on objectives like Dragon or Tower, those should be your next targets. Your meta-objective in this stage is to create an advantage in lvls/items, prioritize this above all.

You must be aware of incoming fights so you can prepare by carefully positioning yourself at the flank of the enemy team. Lurk there until the initiation is underway and follow it up with your own onto enemy squishy. It is important to choose the target with no mobility or that has already used its cooldown. Otherwise with Flicker + escape skill, and you will have no means of catching up to them. Avoid jumping into the middle of a fight, you are melee squishy assassin, side-effects will take you out.


hayate

An extremely mobile marksman with the ability to deal a good deal of true damage and jump in-and-out of fights…


Hayate gameplay

An extremely mobile marksman with the ability to deal a good deal of true damage and jump in-and-out of fights. He should be played more like mage/assassin since Hayate’s value lies in chipping away at enemy tanks or finishing off/cleaning up the team-fights. Hayate, is a very interesting character if you are a fan of mobility, hit-and-run tactics, and kiting the opponent.

PROS

  • Strong harassment. Long-range and low cooldown of Shuriken Toss, ability to pierce, apply on-hit effects and rapid activation of the passive. Hayate is good at maintaining the long-range/poking from distance.
  • Escape mechanisms, good mobility. Shadowstep (s2), Kunai Blitz (ultimate) and Flicker. To sum up, there are 3 escape tools at Hayate disposal. Make sure to use them, because as much as we count those as strength, the punishment for not using one in time is severe.
  • Good roaming potential. One Shuriken Toss and few normal attacks and the waves are cleared. Add low cooldown onto his Shadowstep, and Hayate is equipped for roaming like few Arena of Valor heroes are.

CONS

  • Incredibly squishy. Hayate’s both base and per-level stats are just horrible. Even in the early game while the enemies are weak, being hit by anything will bring Hayate to his knees. This only gets exaggerated in the late game.
  • Susceptible to control. Hayate relies on dancing around the enemy for safety, and if need be to dive-in by casting the ultimate. If any hard control land on him, both of these aspects get disrupted.
  • One trick pony. Hayate has basically one real strength, harass, and it is done by one skill, Shuriken Toss. It makes Hayate highly predictable, which makes baiting this hero an easy thing to do.

Shuriken Toss is the core of Hayate’s gameplay, allowing to harass and quick activation of the passive.

While there is a notion Hayate is a good jungler, and I agree that fully stacked Scorching Wind is a perfect fit, the fact remains his passive is great at clearing waves by damaging multiple targets at the same time (especially if they are in line). Hayate’s job is simple and repetitive, clear minion waves, harass whenever it is safe and assist jungler in taking objectives or even ganking.

It comes down to:

  • Being aggressive in using the First skill’s long-range.
  • Harass the enemy from outside every chance you got, because entering his range (or he closes the distance to you), and Hayate is as good as dead. Basically, always stay at slightly longer than the maximum normal attack range.
  • Avoid using Shadowstep aggressively except you are absolutely safe (you outnumber the enemies, or they are near death).
  • Use ultimate as an additional escape tool, unless enemies are under control and you are safe to escape once the channel is finished. If you get too aggressive, remember Hayate is one of the squishiest champions in the game and also the ultimate can be interrupted, meaning the prepared enemies will have no trouble disposing of you.

Note: The way Hayate should be played in lane is somewhat similar to the playstyle of midlaners, fast wave clear and quickly move to the sidelanes or some other objective.

In team fights the situation is similar, with the exception that it is even more dangerous because of multiple threats. Any single hard control ability (stun, knock up), and Hayate is dead. In team fights, this is even more exaggerated because there are now 5 enemies (not 1-2 like in laning) waiting for your every mistake. The two main ways of conducting in fights are the harass or perfect timing of the ultimate. I recommend the first, but if you have the opening, either your team controls the enemy or the enemy is in a bad position. Hayate’s ultimate is an ultra-high risk – high reward skill. Besides this, just keep dancing around the enemy team, stay at maximum range and poke/harass with Shuriken Toss and normal attacks in between those. That is it about Hayate, but if you want to know more about other Arena of Valor (AoV) champions, check out our Heroes section where you can find other Arena of Valor guides, tips, tricks, and stats.


kriknak

The combination of extremely high burst damage and mobility enables Kriknak to quickly zip through the jungle camps and, at the same time, be deadly when ganking…


Kriknak gameplay

Kriknak is a very strong early game champion who can abuse his low cooldowns and extremely high burst damage in the early game as well as his high mobility. He should only be played in the jungle.

The combination of extremely high burst damage and mobility enables Kriknak to quickly zip through the jungle camps and, at the same time, be deadly when ganking. If provided by a decent amount of assistance from teammates during the early game farm and gank plays, this bug can become almost unstoppable.


SKILLS


His passive “bite” allows the player to deal extra damage after any of his abilities hits an enemy champion. With that being said, when using Kriknak you should always try to auto-attack an enemy if you hit them with your first second or the ultimate ability for extra damage.

Kriknak’s first ability, “Terrifying Plague” is a point-click ability which will mark the enemy for a couple seconds with a “Mark of Horror”. If the enemy takes damage while marked it will take additional magical damage depending on their own max hp. This ability cooldown is refreshed for 3s and the mana is refunded if the enemy hit with the mark takes damage from Kriknak. You should always max this ability first since it’ll provide the highest damage output and it’s an amazing burst, especially against tanky enemies.

The second ability is called “Horn Rush”. It’s a small dash that can go through walls and deal damage. Also, if you dash through the enemies you will heal a portion of your hp. This ability can be very useful in the early stages of the game for those 2v1 or 3v1 outplays, you can dash through your enemies and heal 1/3 of your hp and catch them completely off-guard and emerge victorious.

Kriknak’s ultimate is called “Drone Drop”. When you activate this ability, Kriknak will take off to the air and he’ll be able to fly (not fly above walls or through them). He will gain more speed for the duration of the ultimate and while the ultimate is active Kriknak can recast it and dash to a place and deal physical damage area effect as well as slowing enemies within it for 2 seconds. This ability is great to use to either escape or quickly engage enemies that are caught overextended in the map. Kriknak’s ultimate has immense damage, especially in the early game.


Arcanas and enchantments


On Kriknak you should optimally use Onslaught, Assassinate and Skewer which grant Attack damage, armor pierce and movement speed which Kriknak heavily benefits from. If you feel confident with your gameplay, you can also use one physical lifesteal arcana and one crit to get those lucky crits in the later stages of the game.

For the enchantments, there are two main ones which all Kriknak mains use.

  • In the first tree, Lokheim, you always want to go with “Devourer”. It restores hp and mana after every kill/assist, which is very useful in the early game where Kriknak shines the most. As for the second one you almost always want to go with “Deadly claw” since it grants extra attack damage, which once again, is very useful in the early stages of the game. As for the third and ultimate red side enchantment, you should go with “Curse of Death”. It perfectly synergizes with Kriknak’s kit and it deals a ton of magic damage after it’s stacked in the early game. As for the secondary enchantments, it is recommended to go with the blue ones. Both “Mark of Frost” and “Gunslinger” are amazing and work on almost every hero in the game.
  • A set of enchantment that can be used on Kriknak too, but not as frequent is the “Endless Cycle” which provides you with two extra lives if you mess up. The main enchantment tree would be the blue side with “Mark of Frost”, followed by “Gunslinger” and “Endless Cycle”. As for the secondary you should go with “Veda” or more simply, the yellow ones with “Axe of Sacrifice” and “Holy Verdict”. You should use the second set of enchantments if you don’t feel as confident with Kriknak and you want to play a bit safer.

Item Build


Krinkak has a pretty standard full physical damage build which a lot of junglers use. The build goes as follows: Soulreaver, Gilded Greaves, Rankbreaker, Omni Arms, Fenrir’s Tooth and Blade of Eternity.

While Soulreaver is a pretty obvious buy, you can either go with Gilded Greaves or Sonic Boots depending on the enemy team composition (if they have a lot of cc and magic damage dealers then always go gilded, if they have a lot of physical damage dealers and not so much cc sonic boots are always a good purchase). You want to get Rankbreaker to get that early game pierce and movement speed out of combat and extra attack damage. Omni Arms is a very obvious buy since it synergizes perfectly with Kriknak’s passive “Bite”. Fenrir is an aggressive purchase that can make your game much easier by being able to one-shot a carry with literally one ability and an auto-attack. Blade of Eternity is a standard purchase for most heroes in the game as for their last item.


Gameplay tips


With Kriknak you always want to play the jungle since it’s the role where you will get the most gold and experience and basically always be ahead of everyone in all stages of the game. Since you will be jungling with him you should always start maxing your first ability and fully clear both sides of the jungle because Kriknak is quite useless without his ultimate which is his bread and butter.

Kriknak is an early game focused champion that has a lot of objective control and mobility. While ganking, you always want to mark the enemy you’re planning to eliminate with s1 and instantly jump with the ultimate. Try to weave in auto-attacks between abilities to maximize your damage output. You can finish off enemies with his s2 and reposition yourself for the next kill or escape. Kriknak has very low cooldowns and you should take advantage of it. As mentioned above, you can surprise enemies in a 2v1 situation with the s2 healing so you should always pay attention to that as well.


PROS


  • Great mobility alongside with a dash that can heal for a lot of hp while trading with an enemy.
  • Kriknak has massive burst damage In the early game and can get very snowbally if the enemies don’t shut him down.
  • Can secure objectives by himself without the help of anyone in all stages of the game.

CONS


  • Kriknak is a very early game focused and if the game gets dragged to the stages where everyone is full build you’ll struggle a lot to win.
  • Very fragile to cc and low hp.
  • Can get easily countered by a tankier jungler and can get harassed in the very early stages of the game (pre level 4) if he gets invaded which will cause him to stay behind the entire game.

murad

Murad has a somewhat slow early game but he quickly picks up the pace as the game goes on…


He is an assassin you don’t want to mess with. Murad has a somewhat slow early game but he quickly picks up the pace as the game goes on. If there is one thing that makes this hero stand out from the rest then that is his ultimate with a ridiculously low cooldown. Although his ultimate requires unsealing (read more on it in the guide), he can be a ton of fun to play, if you master his skill set. Murad is one of the squishier heroes, but fortunately, he has very high mobility and two abilities that make him untargetable, and mastering the use of these skills is required for playing an effective Murad.


Arcanas And Enchantments


The ideal arcana for Murad would be:

  • Blitz
  • Guerrilla
  • Skewer

These arcana offer us Attack Speed, Movement Speed, Attack Damage, and Armor Pierce.

Attack Speed will increase Murad’s damage output with his auto attacks and allows him to stack his Passive Ability faster, giving him frequent and easier accessibility to his Ult.

Movement Speed allows us to roam throughout the map faster to roam, clear jungle, or gank. It also makes sticking to enemies easier with our auto attacks and escaping undesirable situations.

Attack Damage increases the damage of all of our abilities and auto-attacks, making us stronger in all ways, which makes us even a bigger threat to the enemies.

Armor Pierce allows us to partially ignore the enemy defenses and increases our burst damage against targets with low armor. It also helps make fighting tankier enemies a bit easier since we will deal more damage to them.

A great Enchantment build for Murad would be:

  • (Red) Raging Inferno – Deadly Claw – Curse of Death
  • (Blue) Enhanced Restore – Gunslinger

Raging Inferno does additional damage to enemies when we land an auto-attack or ability on them, which can help finish off low HP enemies or simply give us a higher burst damage output.

Deadly Claw increases our Attack Damage, making all of our abilities stronger and even our auto attacks, which is perfect for Murad.

Curse of Death does additional damage after we hit an enemy hero with 3 consecutive attacks or abilities, then they take even further damage a few seconds after, which stacks with our ultimate.

Enhanced Restore restores some of our HP and Mana immediately, which helps keep us healthier throughout the Early Game to help us score kills and snowball. That extra health could be the difference between a won and lost battle.

Gunslinger increases our Attack Damage by 10 for each stack we have. We can get up to 6 stacks for a total of 60 bonus AD, which is very helpful for Murad’s damage output.


Item Build


A great item build for Murad would be:

  • Soulreaver
  • War Boots
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If the game drags on long enough, we can swap out Rankbreaker for Muramasa because it’s more effective in the Late Game due to everyone having more Armor.

If Blade of Eternity runs out of charges or is on cooldown, you can exchange it for Death Sickle.


Gameplay Tips


In the Early Game, we want to clear our jungle as fast as we can so we can hit level 4 and can begin ganking enemies. We are vulnerable at this point. Try to not be overaggressive if you get invaded. Your S1 makes engage easier, then we use S2, which slows them when they walk through the outer ring of the circular area and reduces their defenses. If they are fragile and don’t have access to mobility, they will most likely die or be severely damaged. If we get our laners ahead or even ourselves ahead, we can take Spirit Sentinel or Abyssal Dragon.

In the Mid Game, both teams will usually be grouped as 3-5 players, fighting for control of Dark Slayer, Abyssal Dragon, and towers. Murad gets super strong when he gets Omni Arms. He can stack up his Passive Ability on jungle camps, minions, or neutral objectives and S1 out to the enemies, S2, Ult then S1 back to his original location. Doing this repeatedly can chunk out the enemies’ HP without fear of retaliation and sets your team up to follow up your poke / engage. This becomes a bit more difficult to accomplish if the enemy has an Arum or Aleister, since their CC Ults cannot be negated. Poking the enemies down in this fashion makes it hard for them to contest your team for neutral objectives or start team fights since they’ll be at an HP disadvantage or you might even be strong enough to kill an enemy carry in that one combo. Split pushing is also another option available to us since we have great mobility and wave clear. As long as we’re attentive to the map, we can pressure side lanes without fear of death, and increasing our gold and EXP in the process.

In the Late Game, both teams will be grouped as 4-5 players and will be battling for control of Dark Slayer, Enraged Abyssal Dragon, and towers. Stacking becomes more difficult to do safely because the enemy will try to clear both jungles. And without stacking, making it harder to get access to our Ult. Sometimes we might have to try fighting the frontline tanks or even the enemies diving on your carries to get stacks so you can dive the backline or protect your backline. If a flank opportunity presents itself that’s an optimal decision as well. Using our S2 and Ult to avoid damage becomes the key to success here and if you’re able to mitigate the enemies’ most powerful abilities or even Ults, while escaping safely, it puts your team in the position to engage since the enemy won’t have the damage to fight back. Because it will waste on you while you S2 or ult which won’t do you any damage.


PROS


  • Good Mobility. Thorn of Times gives Murad two leaps, also when reactivated for the 3rd time it returns you to your starting location. It gives Murad with the highly required stealth initiation and fear factor at all times.
  • Evasive. Murad’s Another Dimension and Temporal Turbulence both make him untargetable for a short duration of time. You can either evade skill shots or take tower/minion aggro off yourself.
  • Great Burst damage
  • Great poking damage
  • Invincibility and invulnerability on abilities. Destroys carries with one combo

CONS


  • Glass cannon. For Murad to be really effective you need to build a lot of damage items, which leaves no room for any tanky builds. If you are ever caught without any escape mechanism or stunned in between your combo you are an easy target for the enemy.
  • Requires unsealing. Murad is the only hero with both mechanics, it will take some time to master and get used to. Also, you will never be able to engage head-on, instead, you have to unlock your ultimate on jungle creeps or on whatever is nearby at the moment.
  • Hard to Master
  • Slow jungle clear in the beginning
  • Useless if CC chained
  • Can be camped after his S1-S1-S2-Ult-S1 combo
  • Hard to be played defensively

Additional Thoughts


You want to play the jungle role, in no other role he can compare in usefulness to that one of jungling. Start the normal route from the top of the map (Sage buff) to the bottom (Abyssal Drake lane) and after hitting level 4 you can consider ganking. You may wanna look for ganks even after you clear the Sage buff side since Thorn of Time offers an easy stun, but don’t be too greedy about it unless the situation is good for you. After hitting level 4 you should keep farming the jungle and keep rotating, in the early game you will mostly want to counter gank the enemy jungler so try to read your opponent’s moves and keep farming, so you can stay ahead for as long as u can. Look for objectives and if you have your ultimate unlocked and you see a chance go for the kill. Remember to let the small jungle creeps live (in close proximity to the lane you are about to gank), in order to unseal the ultimate.

When the game heats up and reaches the point of team fighting Murad turns into a poke master. You will want to unlock your Temporal Turbulence on a jungle creep/lane minion then use Thorn of Time to get close to the enemy and then use your ultimate to deal as much damage as you can. Keep repeating the action until you make enemies recall or until you kill someone. After your 1st combo, your teammates will want to jump in but that still isn’t your call to make. Just wait for your ultimate cooldown and repeat. Try to land Another Dimension before Temporal Turbulence since it reduces the armor of anyone that’s inside, but don’t be too greedy because if your Thorn of Time goes on cooldown you are done for.


quillen

Quillen is a very versatile character that has almost everything – mobility, reduction of enemy damage, invisibility, healing regen, and built-in crit…


Quillen is a very versatile character that has almost everything – mobility, reduction of enemy damage, invisibility, healing regen, and built-in crit. However, there are some problems, Mobility skills have a short-range, invisibility is not complete because of the blinking light that reveals his location, reduction of enemy damage is available only against one target. With all that being said, Quillen is still awesome at one job… taking care of enemy squishy characters. He can be played in the Jungle.


Arcanas And Enchantments


Excellent choices of Arcana for Quillen would be:

  • Rampage
  • Skewer
  • Assassinate

Rampage gives a Critical Chance and Critical Damage. The Critical Chance will give us additional Critical Damage, due to our Passive.

The ability to convert crit chance to crit damage, which will make our crits do a lot more damage. The Critical Damage synergizes nicely with our Passive Ability since we have a 100% crit rate from behind, allowing us to take advantage of critical damage bonuses better than most heroes could.

Skewer gives us Attack Damage and Armor Pierce. The Attack Damage will increase our overall damage output allowing us to burst down enemies more efficiently. The Armor Pierce increases our damage even further, making us an even bigger threat for enemy carries.

Assassinate increases our Attack Damage and Movement Speed. The Attack Damage makes us hit harder. The Movement Speed synergizes well with our Ult Movement Speed bonus and allows us to roam quicker, and pursue or escape from enemies better.


Item Build


A great item build for Quillen would be:

  • Soulreaver
  • Gilded Greaves
  • Claves Sancti
  • Rank breaker
  • Omni Arms
  • Blade of Eternity

If your Blade of Eternity is on cooldown or has run out of uses, you can swap it out for a Death Sickle instead.

If it reaches Late Game, you can swap out Rankbreaker for Muramasa since it’s more efficient against enemies with higher Armor values.


Gameplay Tips


In the Early Game, you will want to clear your jungle as fast as possible so you can reach level 4 and begin helping out your team with ganks. Your Ult makes you a lot stronger and can easily catch the enemy off guard since they won’t see you coming. If they are trying to run away, they put their backs to you, making your Passive Ability that much easier to activate for critical hits. Having successful ganks will allow you and your team to siege towers, claim Spirit Sentinel, Abyssal Dragon, and even invade the enemy jungle. All of these buffs, bonus exp, and gold will skyrocket your chances of victory.

 In the Mid Game, both teams will be grouped as 3-5 and fighting for control of Dark Slayer, Abyssal Dragon, and towers. This is when Quillen is at his strongest, in terms of effectiveness. We will be very strong and able to kill the enemy carries nearly instantly. If our team can poke the enemy down enough or if there’s a team fight, we just have to wait for the right moment to strike. Quillen excels at cleaning up fights and using his Ult properly against a fleeing team will make sure none of them gets away.

In the Late Game, both teams will be grouped as 4-5 fighting for towers, Dark Slayer, and Enraged Abyssal Dragon. Quillen falls off at this stage since assassinating enemies becomes much more difficult for him now because everyone will be grouped together. Even flanking the enemy will be dangerous and the enemy Support will most likely have Mother Earth Magic Eye, thwarting your stealthy antics. Patience and precision will truly be of great importance for you because going into a team fight too early or too late can cost you the game. Our main focus will be taking out the enemy Marksman or Mage, depending on who’s more threatening or easier to kill. Even though Quillen falls off, if his team puts up a good fight, he can still easily come to finish everyone off with his multiple resets and win the game.


PROS


  • Good jungle clear speed. Having no mana or resource of any kind, coupled with good single target damage, makes Quillen effective jungle farmer.
  • Decent finisher. Jumping from stealth onto enemies’ backs and pumping out increased damage is what makes this hero good at finishing a weakened opponent. However, sometimes it feels as if he is not rewarded for attacking from behind, but rather penalized for attacking from the front.
  • Decent mobility. Both 2nd skill and ultimate can be used to quickly move across the map, but the downside is, he needs those ready for team fights.
  • Stealth making ambushes more potent
  • Resets all cooldowns on kills or assists
  • Deals great burst damage.

CONS


  • Extremely weak if he falls behind in farming. As for melee assassin that needs to jump in, execute the enemy and run away, Quillen must be able to do it reliably and quickly and that cannot be done while being behind in the item department.
  • Weak against enemies packing half decent toughness/sustain. The champions able to withstand punishment and not turning and running away (in which case Quillen actually becomes dangerous) are in a great position to punish this overzealous assassin.
  • Prone to kiting/control. If unable to land Decimate on target he is engaged with, he can be easily taken out.
  • Can only mark one target with Decimate. When out of stealth and engaged in combat, he is susceptible to the damage of all those other, unmarked, champions. Considering how fragile he is, even damage from opposing tanks can be detrimental.
  • Underwhelming ultimate. Not much to say here, there is stealth, and yeah it can be useful. There is some moderate health regeneration involved and some half-decent movement. But honestly, there are tons and tons of regular champion skills more potent than this.
  • Falls off Late Game
  • Hard to use if your team is far behind in gold
  • Not always easy to hit targets in their backs

Additional Thoughts


Because of good single target damage, Quillen is best suited for a jungle role, so start from Red buff, following that gank a middle lane (but be safe, do not die under any circumstance) and move on to the blue buff. It is important to play as aggressively as possible and not die at all.

Once level 4, use ultimate to sneak behind enemy involved in combat with an ally but be aware not to use it too late as he only enters stealth upon finishing charge/dash part of the ultimate, make that happen while you are out of enemy sight.

The simple way of describing how effective Quillen is: play like a backstabbing coward. In essence, avoid starting fights, let your allies take front-load of damage and control.

In meantime prepare to flank, use assassinate (make sure to finish the charge outside of the enemy sight, so they don’t get vision on you), get close to squishy target lacking mobility, or someone with small amount of HP, use Decimate (aim to land behind the target) immediately followed by Mutilate. If the target is dead, all abilities reset and you can use Assassinate to either move to the next target and repeat the process, or fall-back if your HP is low.

In case the first target survives the initial burst, you are in a dire situation and unless you can finish off that target retreat and wait for 1st and 2nd skill to reset.

Focus leveling Mutilate, it’s a higher damage skill.


violet

Jungler or Marksman no matter the role, Violet is always going to be popular due to her high range, damage and ability to snipe the enemy backline…


Violet gameplay

Violet is a marksman who has long-ranged attacks that do a considerable amount of burst damage. She can be played in either the Abyssal Dragon lane or the Jungle.

Jungler or Marksman no matter the role, Violet is always going to be popular due to her high range, damage and ability to snipe the enemy backline without getting too far forward or having to go through tanks. By now most people learned how dangerous she is, but, even with that knowledge, she is still very difficult to deal with it.


Skills


Violet’s Passive reduces the cooldown of her Skill 1 by 0.5s for each auto-attack that hits the enemy hero.

Skill 1 allows Violet to roll in any chosen direction and it enhances her next auto attack with increased range and damage. This is considered the most important ability for Violet and you definitely want to prioritize maxing it out first. This shot also has a penetrating effect, which lets it hit multiple enemies if they are standing in a linear path of the shot. Finally, Violet can also immediately follow up this enhanced shot which is like a regular auto-attack but does less damage.

Skill 2 lets Violet throw an explosive grenade that slows the enemy down considerably. This skill doesn’t have a long range but the closer the enemy is to the centre of the explosion, the more damage it does. This slowing effect from Violet’s Skill 2 combined with Violet’s Skill 1 allows her to outmaneuver melee enemies and kite them with ease.

Skill 3 allow to Violet shoot an explosive shot that has a long-range and can hit multiple enemies for a large amount of damage. The shot explodes once it reaches its maximum range or if it comes into contact with an enemy monster, minion or hero. The explosion will reach slightly further than where it initially exploded in a cone shape. This skill is great for finishing off low to medium health enemies because the more health the enemy is missing, the more damage this skill does. You want to max this ability 2nd after Skill 1 has been maxed.


Arcanas and Enchantments


The ideal arcana for a Marksman such as Violet would be arcana that increases the stats that she prioritizes in her build. Attack damage, armour pierce, attack speed, critical chance and even critical damage. These are super important to setup Violet correctly.

  • Skewer is a good idea for attack damage and armor pierce bonuses.
  • Atrocity for the critical chance or Rampage for critical damage.
  • Lastly, you can use Assassin for the attack damage/movement speed bonuses.
  • Guerrilla for the attack and movement speed bonuses or Reave for the life steal.
  • All of these arcana are well suited for a hero like Violet but in the end, it comes down to personal preference and playstyle to figure out which combination of arcana will work the best for you.

The ideal enchantment setup for Violet would be Mark of Frost, Gunslinger, Endless Cycle, Mana Refill and Blessing. Mark of Frost allows you to use the effect of the item artic orb once per game. This lets you to go into a frozen stasis-like state, which makes you immune to all skills, damage and effects for a couple of seconds. Having an effect like this can help save your life in clutch moments or even turn the tide of a fight when used properly with Violet.

Gunslinger gives you more attack damage for each unique enemy kill you score, 10 attack damage per unique hero, capping at 60 since you start the game with one stack. Endless Cycle allows you to instantly revive after death twice per game, which can be extremely helpful since a hero like Violet is a Marksman that can be easily killed due to her lack of defenses. You can even use it aggressively by making riskier plays knowing that in the worst-case scenario you can revive immediately and get back into the fray to help your teammates.

Mana Refill restores 8% of your mana every time you land an ability or auto-attack on an enemy hero, with a 5-second cooldown. Violet needs a lot of mana to continuously use her abilities and this enchantment helps her sustain mana so she doesn’t have to return to base to refill mana often.

Finally, Blessing on the tooltip says it increases your critical chance from equipment by 16% and your ability power by 8%. In a typical Violet item build that is completed, she usually has 2-3 items that increase her critical chance. And this enchantment helps to secure a critical chance coming from your auto attacks after you use your first skill.


Gameplay Tips


As Violet, you want to use your mobility and superior range to your advantage. In the Early Game, this allows you to poke most enemy Marksman or Support without having to fear retaliation. It also lets you farm minions under your towers defensively and safely when needed. However, keep in mind that Violet is one of the weakest Marksman in the Early Game so don’t expect to win early game fights easily.

In the Mid Game, both teams will usually be grouped as 3-5 players and team fights will start breaking out. You need to farm heavily to be strong by this point of the game and able to poke the enemy’s health down, allowing you and your team to have an easier time taking neutral objectives, towers or even winning team fights. You need to maintain a safe distance and use your range and burst damage at your advantage.

In the Late game, Violet is at her strongest. Both teams will be grouped as 4-5 players usually. With a complete build of items, she can kill most Marksman and Mages with one rotation of abilities and even do a considerable amount of damage to Tanks. Make sure you roam with your support to not get caught out alone. There is only a handful of Marksman who can match her strength at this stage of the game and all the hard work you’ve put into surviving and farming the Early and Mid game should pay off now. You need to farm to get into this dominating phase. And you shouldn’t be overly aggressive before you acquire your items.


PROS


  • High mobility, allowing her to dodge enemy skills, kite melee enemies and roll through terrain for faster travel or clutch escapes.
  • High burst damage, allowing her to quickly eliminate enemies with low armor.
  • Long-range, letting her siege enemy towers safer than most Marksman and poke the enemy down making team fights easier to win.
  • Late Game Queen, one of the best Late Game Marksman in the game.

CONS


  • Weak Early Game, you have to play passively so you don’t fall too far behind early on.
  • Low DPS, Violet excels more at burst so she struggles when fighting against multiple tanky enemies.

volkath

He is average at everything and can be played in a number of different ways, but he doesn’t excel in any role…


Volkath is the Jack of all traders but master of none. He is average at everything and can be played in a number of different ways, but he doesn’t excel in any role. In lanes you should actually focus on the opponent and try to push him out of the lane. Volkath can be good in the right hands, that can take advantage of his versatile skill set.


Arcanas And Enchantments


A nice Arcana build for Volkath would be:

  • Onslaught
  • Skewer
  • Assassinate

These Arcana give us Attack Damage, Armor Pierce, and Movement Speed.

The Attack Damage increases the damage we deal with all of our abilities and auto-attacks, making it a great stat to invest in for Volkath.

The Armor Pierce allows us to partially ignore the enemy’s Armor which increases our burst damage. Enemy carries will be our main focus in team fights, making this perfect for Volkath.

The Movement Speed allows us to roam the map and gank enemies easier. It also synergizes very well with our Ult since we gain a lot of Movement Speed.

The effective Enchantments for Volkath would be:

  • (Red) Devourer – Deadly Claw – Curse of Death
  • (Blue) Enhanced Restore – Gunslinger

Devourer restores a percentage of our HP and Mana when we get a kill or an assist. This synergizes amazingly well with our Ult, since it makes us immune to death for a few seconds then restores some of our HP when we become vulnerable again. Combining that with the kills or assists we may obtain, and the time while we’re immortal, makes such a devastating effect.

Deadly Claw increases our Attack Damage, which increases the damage of our abilities and auto-attacks.

Curse of Death deals bonus damage to enemies that we hit with auto-attacks or abilities 3 times in a short succession. A few seconds after they take bonus damage, they will take even more bonus damage. This helps a lot when we are assassinating an enemy carry.

Enhanced Restore restores a part of our HP and Mana immediately and which is extremely useful. It helps us stay healthy in between battles so we have more time to farm and gank instead of needing to recall as much.

Gunslinger gives us a stack for each unique hero we kill, capping at 6 stacks since we start the game off with one stack. Each stack gives us 10 Attack Damage and caps at 60 AD.


Item Build


A wonderful item build for Volkath would be:

  • Soulreaver
  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If we’re playing in the Slayer Lane, we can build:

  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Hercules Madness
  • Fenrir’s Tooth
  • Blade of Eternity

If the game drags on long enough, we can exchange Rankbreaker for Muramasa since it will be more effective in the Late Game.

If Blade of Eternity is on cooldown or has run out of uses, we can exchange it for Death Sickle.


Gameplay Tips


In the Early Game, if we’re Jungling, we want to clear our jungle as quickly as we can to reach level 4. Once we’re level 4, we can begin ganking to aid our allies. Our Ult allows us to tower dive enemies with no fear of dying which is not available to most junglers. Ganking from behind the enemy towers will definitely surprise most enemies and tanking all the tower shots will make It even easier to kill the target.

In the Early Game, if we’re in the Slayer Lane, we want to clear our lane as quickly as we can so we can roam and gank the mid lane. If a gank opportunity doesn’t present itself, we can scout the enemy jungle. Figuring out which side the jungler started on gives our team a heads up. If a fight breaks out for the Abyssal Dragon, our Ult actually allows us to make it to the fight even from so far away due to all of the extra Movement Speed.

In the Mid Game, both teams will be grouped as 3-5 players fighting to control towers, Dark Slayer, and Abyssal Dragon. Volkath will be at his strongest, especially since he is an absolute nightmare for any Marksman. Once Volkath chooses a target, it’s extremely difficult for them to get away from him. If the enemy chooses to ignore us, because we’re immortal, we can continuously damage enemies. We can be killed before we can reach the immortality part of our Ult so we must keep that in mind when we’re engaging in any kind of battle. If team fighting doesn’t seem like a good option, we can also split push very well since we have a great escape without Ult.

In the Late Game, both teams will be grouped as 4-5 players and fighting for towers, Enraged Abyssal Dragon, and Dark Slayer. It becomes a lot more dangerous for him to engage freely in battles due to how low our defenses are. Timing becomes even more important and landing our abilities become even more difficult. However, with great timing, we can still become a big threat to enemy carries and absorb a lot of damage for our team. Sometimes we may even have to sacrifice to kill an enemy carry since they are a bigger threat at this stage of the game than we are. However, if we manage to kill an enemy carry and survive, that will nearly ensure victory for our team.


PROS

  • Jack of all trades. His main advantage is adaptability to the team. You need a jungler, he can fill in the junglers boots, assassin – checked, bruiser – checked and he can even fit the tank shoes.
  • Great initiator.  Due to Execution, he can close the gap quickly, and the ability has a low cooldown. Also, his ultimate will guarantee nothing will stop you from reaching the desired hero. Except for death.
  • Invulnerability. His ultimate is the only ability in the game that gives you a God mode for so long. If you use it right, the enemy team will waste a ton of abilities on you, wasting them in the process and peeling pressure off your team.
  • Great Mobility
  • Good burst damage
  • Excellent at engaging

CONS


  • No escape. He doesn’t have any reliable escape mechanism except the Flicker which can help you in the short term. The other one is Ultimate, but if you are using it to run away, you are not using it right. This may sound like the silly advice, but if you get ganked don’t try to run, try to take some of your adversaries with you into the inevitable doom (pun intended).
  • Master of none. His first advantage is his main weakness. He can play any role average or little above the average but that’s it. Whatever role you pick for him, you will find a few other heroes doing it better.
  • Heavy reliance on the ultimate. His ultimate is legendary, but it has a monstrous cooldown. Without ultimate his chance of survival is really thin if you are not using some defensive builds.
  • Hard to land skills.
  • Can be stopped with hard CC Weak against tankier enemies Relies heavily on Ult to do anything

Additional Thoughts


Execution is the core of the Black Apostate, it deals solid damage and enables you to quickly close the gap between you and the enemy. Also excellent for jungling.

He really fits the jungling role much better, but he’s not too shabby in the lane if you play it right. Play as safe as possible, at least until you get your ultimate. Afterward, you can relax a bit and engage in fights more freely. Volkath’s point is not to clear the minions, but to harass his laning opponent whenever possible with Execution. Do not try to engage if you haven’t hit the Execution. If you did, close the gap, 1-2 auto-attacks, and finish it off with Death Sweep and a few more auto-attacks. If you want just a quick burst-and-run then just use Execution twice, one auto-attack, Death Sweep and runoff. Be mindful that Volkath can’t run away, ALWAYS have this in mind when you engage in fights.

Now, this is where things become fun. There are a few ways you can play depending on the builds you have chosen. Jungler is played like most other melee assassins. Pick the right time, leap into the backline and try to wreck the marksman/mage. If the fight goes wrong, only disengage if you are sure you can run away. In most cases you won’t be able to do this, so turn on your ultimate as soon as you engage, and when things get rough turn on God mode and pull down as many of them with you as you can. The other role would be a kamikaze bruiser that leaps in with Execution, turn on the ultimate, start slamming and don’t forget to use the Death Sweep right after your first auto-attack where you will Mark every enemy. It will stun them, and stun causes confusion. They will try to dispatch you quickly afterward, so you need to have a finger prepared to click on that ulti again and enter God mode. At least for long enough to inflict some more chaos and to absorb all of the enemy’s abilities that won’t hurt your teammates.


xeniel

Similar to Max, Xeniel is less of a fighter and more of a control/support kind of guy.


Xeniel is a Support / Tank that can arrive anywhere on the map to aid his allies with his Ult. He can be played in the Abyssal Dragon Lane.

Similar to Max, Xeniel is less of a fighter and more of a control/support kind of guy. Heals, stuns, and solid burst damage are the reason why you’re a a constant threat to the enemies when playing Xeniel, and a force to be reckoned with. However, the most important aspect of his skill set is the global ultimate. Being able to push one lane, then jump to aid an ally on the other part of the map, is what makes Xeniel an extremely proficient split pusher.


Arcanas And Enchantments


The ideal Arcana build for Xeniel would be:

  • Indomitable
  • Valiance
  • Benevolence

Indomitable gives us Armor, HP, and Attack Speed. The armor reduces damage taken from physical attacks, making us able to frontline for our team easier. HP makes us tankier and increases the damage of our 3rd auto attacks and our S1.

The Attack Speed synergizes well with our Passive Ability, since we’ll be able to get our 3rd attack off faster for more damage.

Valiance increases our HP and Cooldown Reduction. The extra Hp synergizes well with our S1 and Passive Ability. The Cooldown Reduction lets us use our abilities more often and that’s exactly what we want with Xeniel, especially with his Ult.

Benevolence increases our Movement Speed, HP Regen, and HP. The Movement Speed allows us to roam faster, escape enemies better, and synergizes well with the Movement Speed bonus we get after using Ult. The Hp Regen restores our Hp faster, so we can be healthier for the next fight without having to recall to heal. The HP lets us absorb more damage for our allies and increases our damage output with our Passive Ability and S1.

A wonderful Enchantment setup for Xeniel would be:

  • (Green) River Treader – Regrowth – Nature’s Rage
  • (Blue) Arcane Whisper
  • (Yellow) Sacred Bead

River Treader increases our Movement Speed, MP, and HP Regen. It reduces the time it takes to roam from lane to lane since we usually take the river path to do this. It also keeps us healthier to fight more often and allows us to use more abilities before running out of mana. Also, if we happen to Ult into the river, it will even boost our Movement Speed even further from the boost from our Ult.

Regrowth increases our healing and shielding effects and synergizes perfectly with Xeniel’s skill kit since we have shields from our S1 and heals from our Ult. This simply makes 2/3 of our skills even stronger, which is excellent.

Nature’s Rage reduces the enemy HP based on their Max HP and reduces their magic defense when hit by CC. This not only increases our mages damage on enemies but it even increases our damage since we do magic damage as well.

Arcane Whisper reduces our Talent Cooldown Reduction, which allows us to Flicker more often to escape from danger or engage combined with our S2, or we can use the Heal Talent more and it works extremely well when combined with our Ult’s healing effects.

Sacred Bead reduces our Ultimate Cooldown Reduction and our Ult is our most important ability for Xeniel. Having this allows us to heal and protect allies more frequently with our ult, which is definitely what we’re looking for.


Item Build


 A powerful build for Xeniel would be:

  • Mother Earth Barrier
  • Gilded Greaves
  • The Aegis
  • Gaia’s Standard
  • Frost Cape
  • Blade of Eternity

If you’re against a team with a lot of hard CC, you can opt to choose Mother Earth Cleansing to make you and your team immune to CC for a couple of seconds.

If you’re up against a team with enemies who use invisibility or stealth, it’s better to choose Mother Earth Magic Eye since it gives vision on your nearby surroundings, even if they’re invisible or in bushes.


Gameplay Tips


In the Early Game, you’ll want to help your Mid lane clear their lane immediately so you two can roam and invade the enemy Jungle for vision information to anticipate the enemy Jungle path or gank side lanes. You can activate your S1, let it charge, then S2 the enemy and detonate it immediately to do a nice amount of damage. Once you get to level 4, you can roam in ways that no other supports can since you can teleport to your ally using your Ult.

In the Mid Game, both teams will be grouped as 3-5 fighting for control over Abyssal Dragon and Dark Slayer. All of Xeniel’s abilities have AoE effects so he is very useful with multiple allies and against multiple enemies. If he has a vision on all threats, he can even split push to pressure side lanes while being able to Ult to his team if a fight breaks out.

He can even use his Ult to save himself by escaping to an ally who is in a safe location if the enemy doesn’t have hard CC to interrupt it.

In the Late Game, both teams are usually grouped as 4-5 and fighting for towers, Enraged Abyssal Dragon and Dark Slayer. Having all your allies near each other in the pit of the neutral objectives makes your Ult shine even more.

Those few seconds of damage reduction are enough to greatly decrease the enemy team’s damage output and if an assassin tries to jump on your fragile allies you can S2 them to interrupt their attack. Knowing how to use your Ult and when to use it is the key to success with Xeniel. Ulting in a hopeless situation can encourage your allies to stay for the heal or damage reduction, which could end up getting everyone killed so do your best to analyze the situation before Ulting to ensure your victory.


PROS


  • Constant map presence. Xeniel has one of the most unique and strongest ultimates in the game. Angelic Splendor can take you anywhere on the map and lets you provide protection and support to your allies, playing as Xeniel gives you the ability of constant threat even if you don’t use it enemies always have to consider Xeniel showing up and that kind of fear factor is great in any game.
  • Great at taking objectives. Having this kind of ultimate allows you to be that +1 extra guy at all times, be it a dragon, tower or a Dark Slayer you will always be there to support your team and fasten up the process. Split push. Again ultimate, having this kind of ultimate doesn’t require from you at all to be in combat or to stick with your teammates.
  • Splitting the enemy apart. Play your lane, make an enemy 1v1 you and then just fly over to the other side for a great 5v4 scenario in which you win most of the time.
  • Good damage for a Support / Tank.
  • Game-changing Ult with damage reduction and healing.

CONS


  • Takes constant map awareness to be a good Xeniel. Having this strong of a weapon is a double-edged blade. If used incorrectly it can lead to some very bad engages in which you will not be a winner, not using it at all is also not good enough. So pick your battles carefully and be a threat at all times.
  • Prone to hard CC. Without auto attacks, you are not that much of a threat, and it’s easy to get controlled and kited as Xeniel. Your job is to stay amidst everything and you are gonna get hit by every passing ability that comes your way if you are caught out of position. You are not that hard to burst so take care of how you engage and when is the right moment to disengage.
  • Hard to use Ult efficiently since sometimes your allies will run out of the Ult leaving you to die alone.
  • Not enough health before 4-5 items completed.
  • Hard to protect one target from multiple enemies.

Additional Thoughts


As Xeniel you can basically fill three roles, a jungler, support or Dark Slayer one. Prefer Jungler as the lvl advantage will give you an edge in confrontation, plus, Punish fits into his skill set. Bare in mind Xeniel clearing speed is not the greatest, so you have to be as efficient as possible. Use Malleus to engage onto enemy/jump over the walls, and not for damage (added dmg is fine, but the utility is extremely important). Remember you don’t need ultimate to gank the lane, Xeniel’s ganks are just as potent without it, the ultimate only provide more opportunities to do counter-ganking.

The early game starts slow, no need to rush things. Abuse your enemy with Divine Protection and 3rd hit from Holy Brand. Stay on your lane and try to make the laning phase lasts as long as you can. You are almost ungankable with Xeniel, keep minions somewhere in the middle of the lane or at your side of the map and you are untouchable. After hitting level 4 keep your eyes constantly open and watch your teammates HP bars. If you wanna learn how to read the map and when is the right time to engage, Xeniel is a perfect choice as those two things are a must for him.

Even though you are tanky you shouldn’t play Xeniel as a first tank. You are more of a bruiser type of hero with great supporting skills. Playing Xeniel allows you and your team to only pick a fight that you want and makes your enemy play by your rules, always focus on getting the numbers advantage with your ultimate and abuse your global presence. Once the battle starts, try to jump on the enemy backline with Malleus, your passive Holy Brand and 1st Ability Divine Protection offer you a great burst (no one ever expects it) and you can easily 1v1 any backliner be it mage, support or an ADC.


yena

A warrior/assassin that packs solid damage, while also having some control and mobility.


YENA gameplay

Yena is a dominatrix in the slayer lane. She reaches power spike level 4 where she can bully opponents if used correctly. Her kit offers a lot of damage from the early on. She’s an excellent bush camper. She can execute double combo thanks to her ultimate where she changes her form and resets the skills. This makes her particularly efficient in the slayer lane, but also in the jungle.

A warrior/assassin that packs solid damage, while also having some control and mobility. When playing this hero a lot depends on your ability to utilize her combos… and she does have a huge number of skill-combinations. Quick reaction, good creativity, and some practice are a recommended to efficiently play Yena, since she has a skill skill requirement.


Skills


Her passive “Lunar Phase” has 2 different forms – one in her normal form and one in her ultimate form.

Normal form: She moves faster and puts a mark on enemies while attacking them. At 5 stacks, the opponent suffers damage, is silenced, and moves 80% slower for 1 second.

Ultimate Form: Her attack speed is reduced, but she does 50% more damage. While using her skills, she is also cc immune.

The forms can only be changed from level 4, which is why you only have the normal one at the start. From level 4, however, you should always switch between them in combat. The ideal combo is S2 – S1 – Ult – S2 to kill enemies quickly. Since the Omni Arms passive can be used very well due to the many changes of the form, the item will also reappear later in the builds.

Yena’s first ability “Crescent Strike” normal form:

  • She dashes in the direction, causing damage. If the ability hits an enemy or minion, it can be used again for the next 5 seconds.

Yena’s first ability “Crescent Strike” ultimate form:

  • Yena stops and charges an attack in the marked area, which causes more damage, the longer she charges it. When this ability hits an opponent fully charged, they gets knocked into the air. When she uses her abilities in ultimate form – she takes 40% less damage.

Yena’s 2nd ability “Spinning Sickle” normal form:

  • Yena throws her blades in the direction. They deal damage immediately and move on the spot for 3 seconds, doing extra damage every 0.5 seconds for 1 second and reduce the opponent’s movement speed by 50% for 1 second. If Yena picks up her blades again before stopping, the ability’s cooldown will be reduced.

Yena’s second ability “Spinning Sickle” ultimate form:

  • Yena stops and attacks a certain area for a long time, moving forward. If an enemy is hit by it, they will be knocked back and won’t be able to move or use any skills. This ability can be stopped by using the 1st ability.

Yena’s ultimate “Full Moon” does damage and increases her damage. She also switches to her other form. When she uses her abilities in ultimate form – she takes 40% less damage.


Arcanas and Enchantments


10x Onslaught in red, 10x Benevolence in purple, 10x Skewer in green. This arcana page harmonizes very well with Yena because she gets damage from Onslaught, which is helpful to maximize her burst. Benevolence gives her extra HP which is very important for her laning phase. Skewer, like with any physical hero, is a must for the penetration.

For the enchantments, you have 2 options.

Curse of Death + Arctic Orb + Gunslinger

  • Since you have a lot of burst with Yena and use a lot of abilities/attacks, the passive of Curse of Death is triggered very easily. This makes it even easier for Yena to kill enemies quickly. With this enchantment she also has safety through the Arctic Orb.

Desperate Duel + Arctic Orb + Gunslinger

  • Due to the healing caused by the Desperate duel, it’s more consistent for fighting. This gives a lot of sustain as well. In addition, she has extra safety thanks to the Artic Orb. Depending on the matchup, you should switch between the 2 enchantments.

Item Build


Yena can either be more damage oriented or tanky.

There are 3 standard builds, which you should change based on the matchup.

Tanky: Spear of Longinus, Boots, Mail of Pain, Shield of the Lost, Medallion of Troy, Blade of Eternity

Burst: Rankbreaker, Boots, Omni Arms, Shield of the Lost, Medallion of Troy, Fenrir´s Tooth

Jungle: Leviathan, Boots, Rankbreaker, Omni Arms, Fenrir´s Tooth, Blade of Eternity

As already mentioned, due to heavy usage of skills, Omni Arms is triggered very often, which is why it is amazing item on her. The other items are mostly only built because they give a lot of HP + Armor and are a must on most tanky assassins.


Gameplay Tips


Yena is a very strong assassin and has no problems against most heroes, especially in 1v1, if played correctly. Even if you can be overly aggressive, you shouldn’t do it because it’s very easy to misplay and start feeding and losing your games. With Yena you will do a good job if you camp for squishy heroes or jump directly to the backline to kill an adc. Even if you have a huge bush camping potential, you shouldn’t spend your entire game in bushes. You need to clear your lanes to not miss gold and experience to stay ahead of your opponent in the slayer lane. Your wave clear is extremely fast to help you with the roaming.

Farming is important but you should focus on clearing waves in a heartbeat and setting up the ganks in the middle lane or harassing enemy jungler. If the enemy jungler is squishy you can invade and deal massive damage in one combo after gaining level 4.


PROS


  • Versatility. With one stance provide mobility – zoning, the other one allows for some strong damage and control. By constantly changing between them Yena has all the tools in the toolbox.
  • Strong Wave clear once ultimate becomes available. Thou she is a melee hero, two of her skills deal a lot of damage on a relatively long range.
  • High skill ceiling. No matter how skilled someone is, there is always something to improve when playing Yena. If you are looking to buy a hero to invest yourself, this one seems worth the time.
  • Excellent bush camper.
  • Tanky without many tank items.
  • Strong in both early and late game.

CONS


  • Yena doesn’t really have any weaknesses unless you do misplay.
  • Can be kited to death by mobile marksmen like Elandor and some others.
  • Minimal skill requirement, difficult to master. While the skill ceiling is high, Yena’s skill and focus requirements are above average. Spend some time practicing before entering Ranked games.
  • Weak early game. Before reaching level 4, Yena is very weak, missing like 2/3rd of her toolkit and with it a lot of damage and control. Farm with Skill 2 and Normal Attacks have your Skill 1 ready for disengage.
  • While combined stances provide Yena with everything needed, both styles by themselves have some glaring weaknesses. Half Moon is lacking damage, especially before level 4, and Full Moon abilities are slow to land and easily avoidable.

zip

A strong support/tank with the ability to absorb loads of damage, control the enemy, initiate or disengage fights, traverse the map, chase down opponents and so much more…


A strong support/tank with the ability to absorb loads of damage, control the enemy, initiate or disengage fights, traverse the map, chase down opponents and so much more. Even his damage dealing isn’t really bad for a hero of his role, especially when S1 lands a moment before ally attack/skill hits the target. Overall, Zip is a great asset to any team, but he requires some creativity, good decision making, and a good read of the enemy position. With the current skill set, The Speed Demon is a very interesting hero.

PROS

  • Engage and Disengage. Zip is probably the best one to engage, or to retreat, from the combat. Simply because he can suck-in his team and use the ultimate, knock-up enemies and then unload his own team on top.
  • Powerful control. Just with S1, Zip already has enough. Add to that the extreme potential of the ultimate to bounce against the walls and hit the same target multiple times, and you have one powerful control-hero.
  • Ally control. There aren’t many heroes able to control the positioning of ally members. As the mether of fact, there are none released before zipping. This is a unique feature and it will guarantee the high spot across the various Arena of Valor Tier Lists.

CONS

  • It is difficult to predict where are you going to end up when using the ultimate. Every millisecond of Zip Roll! is sort of gamble. It could go massively good, or massively bad.
  • Destroyed towers count as an obstacle, thus Zipp will bounce off of them. This is a huge problem because the tower is a small target and there is almost no way to predict which way you ‘l go from there.

Spam S1. Try using it onto the enemy hero, or the minion in his vicinity. Try timing it just before ally kills the minion, thus transferring damage to the opponent. Keep S2 at ready for the case your marksman gets in danger, avoid wasting its cooldown. Once the ultimate is available, quickly eliminate the minion wave and use S2 to pick up lane partner, then use the ultimate to roam to mid-lane. If everything goes according to plan, mid-laner will be one thankful player.

There is a huge number of ways you can play Zip in team fights. By not covering every possible way, let me lay down the main goals. Harass, Protect, Initiate and Disengage. Same as with laning, spam S1 whenever the enemy is near enough. When using S2+Ultimate combo to engage, make sure to pick up relevant allies.

Engaging at a close distance, pick up ONLY bruisers/tanks, avoid marksmen and mages. You don’t want to endanger squishes by moving them into the line of fire, especially when the distance is short and they can move as close as they want to. However, if you go for long-distance engage, then pick everyone up, otherwise, you split your own team in two, which is not a good idea. The most important aspect of this hero is the fact he can bring the team together in a most literal way. Have this in mind and some of those games lost due to lack of teamwork, might not be lost.


azzen’ka

Powerful mage, that is very good at dealing with clumped up enemies, while also having some control abilities…


Powerful mage, that is very good at dealing with clumped up enemies, while also having some control abilities. The downside of this hero is the lack of any sort of mobility and sustains, so he can be quickly dealt with, if you isolate him from the rest of his team. The best way to deal with Azzen’ka is to spread out, negating him the opportunity to hit multiple heroes at once.


counters


Azzen’Ka counters some Marksman, e.g Hayate, Tel’Annas, Yorn, etc. some Warriors, e.g Arthur, Max, Volkath, etc. some Mages, e.g Diaochan, Ishar, Mganga, etc.

He is countered by most Assassins, e.g Riktor, Airi, Yena, etc. some Warriors, Yena, Kil’Groth, Zanis, etc. and some Mages, Zill, Marja, Sephera, etc.

He synergizes well with Ata, Omen, Zip, Alice and Krizzix


Arcanas and Enchantments


A great Arcana setup for Azzen’Ka is:

  • Violate
  • Flurry
  • Benevolence

These Arcana give us Ability Power, Magic Pierce, HP, Hp Regen and Movement Speed. Ability Power increases the damage of all of our skills. Magic Pierce lets us partially ignore the enemy defenses to deal even more burst damage to priority targets. HP increases our survivability in fights against all damage sources. HP Regen restores our HP faster so we can fight more frequently without recalling. Movement Speed allows us to roam faster, escape undesirable battles, or chase targets easier.


Item Build


A great build for Azzen’Ka is:

  • Gilded Grieves
  • Enchanted Kicks
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem
  • Arctic Orb

If we’re against enemies will troublesome restorative capabilities, we can pick up Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to clear our lane immediately so we can start roaming to gank side lanes. We have multiple ways to CC enemies, making our ganks very powerful, especially with our S1 and even Ult, once we’ve unlocked it. If gank opportunities aren’t presenting themselves or the enemy is playing too safe, we can scout the enemy jungle to figure out which side the jungler started on or even potentially steal a low HP camp or buff away from them. This vision gives our team information on the whereabouts of the enemy jungler once they are level 4 to prepare for their attack and stealing camps denies them their immediate level 4 and some gold.

In the Mid Game, Azzen’Ka will be very strong and able to deal a lot of damage whilst CCing multiple targets. All of our abilities have AoE effects, making us great at team fighting. Both teams will be grouping as 3-5 in order to contest one another for neutral objectives and towers. Fighting in areas with linear paths, like the jungle or even certain areas of the river is where our skills shine the most, forcing the enemy team to split apart or retreat, making our team able to easily dive in and finish them off.

In the Late Game, both teams will be grouped as 4-5 players and fighting for towers or neutral objectives. Azzen’Ka falls off a bit here and it’s much harder for him to cast his abilities comfortably, due to our poor mobility when using him. We are a sitting duck to enemy Assassins and very vulnerable, making us have to make sure our positioning is good enough to where we don’t die too fast. However, if we can manage to freely cast our abilities, we will be able to set our team up for success with our great CC effects and damage.


PROS


  • Strong AoE. All 3 of his skills are effective AoE abilities that work differently, so you can choose which one to use.
  • Team fighter. Especially important when there are more opponents, so his Dust Devil has someone to bounce off.
  • Long Range. All three abilities have ways to influence combat without him being near danger.

CONS


  • Weak Survivability. No inherent survival skills and weak defensive stats.
  • Weak One vs One. Without additional opponents for Dust Devil to bounce off and return to the original target, you will lose damage from the second bounce, as well as potential Sand Trap trigger.
  • No mobility. He is weak versus various champions who can avoid your skills, either by having high mobility or tankiness, or versus high burst champs who can engage Azzen’Ka during his cooldown period.

additional thoughts


Keep the distance between your champ and the opponent. If he is far away, on the other side of minions, harass him by using Dust Devil as soon as he gets near one of his minions. If he is aggressive and looking to engage you, prevent that by placing a Sand Punch in front of him. Whatever the case, you do not want to have an enemy in your face or be open to his burst toolkit. The goal here is to be on full health mid-game, while he is dropped to at least below 50% from all the Dust Devil spam. If there are no minions or champions near your target, refrain from casting Dust Devil as you may lose just enough time and allow the opponent to close the distance.

Keep in mind that in a team fight, as well as in laning phase, you want to keep your distance. There is absolutely no need for you to get close to the front of the battle. Start team fights with Sand Wraith and aim to tag as many opponents as possible. Follow through with Sand punch and Dust Devil for additional cc and burst of damage. Try to stay alive so you can cast multiple rotations of your 1st and 2nd ability, and if possible even your ultimate for the second time.

Engage: Sand Wraith can be a good way to initiate fights. Slowing down a large number of opponents can produce an opening for some of your teammates to land those important skill shots, and/or even use it as a sort of poke ability.

Disengage: Sand Punch placed at the feet of an approaching enemy can be a good deterrence for them. Most will side-step and lose enough time so you or your teammate can safely escape. Note, if the enemy already has two stacks of Sand Trap, you can even cast Dust Devil to petrify him and deal additional damage. Sand Wraith can be used to slow down approaching champions.


butterfly

She might not be able to initiate the team fights, but she can definitely finish them…


She might not be able to initiate the team fights, but she can definitely finish them. This made her popular and for good reason. Butterly will reset cooldowns of all of her skills whenever she scores a kill or assists. Combine that with Backstab, that is great at finishing off low health characters and you have a hero that can quickly assassinate wounded enemy and move on to the next target. Everyone knows what she can do and the majority of players will do whatever it takes to counter her strengths. She is particularly effective in lower brackets, up to the gold league (it takes some team coordination in order to prevent her from taking over the fight).


Arcanas And Enchantments


An excellent Arcana build for Butterfly would be:

  • Indomitable
  • Skewer
  • Assassinate

These Arcana will give us Armor, HP, Attack Speed, Attack Damage, Armor Pierce, and Movement Speed.

The Armor will reduce incoming Physical Damage, allowing us to survive longer in team fights since most enemies rely on Physical Damage to deal damage.

The Attack Speed will increase the damage output of our auto attacks and synergizes well with our S2, so we can attack even faster.

The Attack Damage increases the damage of all of our abilities and auto-attacks, which will help us kill enemies easier.

The Armor Pierce will allow us to ignore part of the enemies’ armor so our burst damage becomes even higher, especially against enemies with low Armor.

The Movement Speed allows us to roam around the map quicker so we can gank more efficiently, stick to enemies easier, or escape from undesirable fights.

A nice Enchantment setup for Butterfly would be:

  • (Blue) Mark of Frost – Gunslinger – Endless Cycle
  • (Yellow) Axe of Sacrifice
  • (Red) Devourer

Mark of Frost allows us to use the effect of Arctic Orb once per game and this can be game-changing when used properly. Having the ability to become immune to all damage and CC can save us, especially when we don’t have a good way to escape a fight once we engage.

Gunslinger increases our Attack Damage for each unique hero kill we score, stacking up to 5 times. Since we start with one stack by default, we can have a maximum of 6 stacks for 60 AD.

Endless Cycle allows us to resurrect immediately at our base after dying up to twice per game. This is extremely versatile since it allows us to make riskier plays, knowing we can just resurrect if things don’t work out. We can also use it defensively and respawn to stop the enemy from pushing our towers down. If we don’t use it twice by 12 minutes, we won’t be able to use it anymore but the remaining charges will be transformed into bonus gold.

Axe of Sacrifice increases all of the damage we deal but makes us receive more damage in exchange. It’s a double-edged sword that works well for us since we’re building mostly damage items, it works well for us.

Devourer restores our HP with every kill or assist we score, which synergizes extremely well with our Passive Ability. We’ll be able to not only finish off multiple enemies with ease since we reset our cooldowns but also heal for each kill or assist we score as well.


Item Build


A great item build for Butterfly would be:

  • Leviathan
  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Blade of Eternity

If Blade of Eternity is on cooldown or runs out of uses, we can exchange it for a Death Sickle instead.

If the game lasts long enough, we can swap a Muramasa for our Rankbreaker because enemies will have more Armor in the Late Game, making it more useful than Rankbreaker.


Gameplay Tips


In the Early Game, we want to clear our jungle as fast as we can so we can get level 4 to help our ganks become deadlier. Our Ult does great burst damage and allows us to close the gap between us and our target immediately, once we’re within range. Putting ourselves ahead or our allies makes obtaining the Abyssal Dragon or Spirit Sentinel that much easier so we can provide our team and ourselves with gold, exp, buffs, global exp, global gold, and global buffs. Butterfly snowballs very hard when ahead so if we manage to get a few kills, we can kill most carries within one combo.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for Dark Slayer, towers, and Abyssal Dragon. Butterfly will be at her strongest at this point and with a well-timed engage or flank, can demolish the enemy team quickly with a reset after reset. Timing is extremely important with Butterfly because most of the time when we engage, the only way out is by dying or killing the enemy. Going in too fast can cause us to die very fast because we will be focused and killed with ease, due to our low defenses.

In the Late Game, both teams will be grouped as 4-5 players and fighting for Dark Slayer, Enraged Abyssal Dragon, and towers. Butterfly falls off by this point of the game and it will become much more difficult to assassinate targets. With everyone grouped together, getting to the enemy carries will be even more difficult than it was in the Mid Game. However, we’re still great at finishing off enemies. If the enemy team has a Late Game carry, even if you die in the process, if you know you can kill them before you die, it’s actually more beneficial for your team since the enemies’ biggest threat was removed and you’re not as effective as they would’ve been in a fight.


PROS


  • Skills have no mana cost. That means you can spam your skills freely and never have to worry about mana. It reduces the possibility of downtime.
  • Butterfly is a burst damage dealing,  real assassin, hero. Get in for the kill and move on to the next target instantly.
  • Her ultimate even choose the right target ( the one with the lowest health) for you.

CONS


  • No escape ability. If the fight is not going in your favor, well, tough luck. You are going to die. There is no running away with Butterfly.
  • Limited chase potential. After you use the ultimate, if the enemy is out of range there is no way to catch up. You will have to take care when comboing your ultimate with Whirlwind.

Additional Thoughts


Butterfly should never stay in lanes. She is an excellent jungler and a poor laner, so the choice is obvious. Take Punish talent and go to the jungle. Because she doesn’t have to worry about mana you should spam your skills all the time while you are jungling, as it will speed up the farming a lot. When you get to level 4, go and gank the lanes using your ultimate as an opener. Follow up by slowing the enemy with Whirlwind and Propel Sword for faster normal attacks to chop the enemy quicker.

Like most other assassins you should never initiate fights. Stay back in the brush and, when the fight begins, target the enemy marksmen and mages. Be cautious if you are using your ultimate to initiate fights if you are not careful it could teleport you near their tanks or warriors with less health and then you are in a pickle. Either aim your ultimate on the very edge, or target manually. After killing your first enemy keep spamming your skills and attacks for chain kills. Chain of attacks is always the same, ultimate to get into your target, Whirlwind to slow them down, and Propel Sword to chop off your opponents.


ilumia

A mid lane mage with global ultimate. She is very weak against high mobility heroes like Tulen, Lauriel and so on…


A mid lane mage with global ultimate. She is very weak against high mobility heroes like Tulen, Lauriel and so on. Ultimate is her main tool that aside from damage and stun, also provides a vision over the enemy characters for the duration of the spell. At the cost of requiring some protection, Ilumia offers a good amount of damage and utility.


counters


Illumia counters Krixi, Arthur, ishar, Yorn, etc…

She is countered by Wukong, Keera, Paine, Keera, Kil’Groth, etc…

Illumia synergizes well with Zip, Alice, Anette, Maloch, etc…


Arcanas and Enchantments


The ideal Arcana setup for Illumia would be:

  • Violate
  • Benevolence
  • Flurry

These Arcana give us bonus Ability Power, Magic Pierce, HP, HP Regen, Movement Speed and Attack Speed.

Ability Power is our main stat and increases the damage we deal with all of our abilities. This makes us much more effective in duels, skirmishes team fights and also clearing waves to gain gold quicker.

Magic Pierce allows us to partially ignore the enemy’s Magic Defense, which increases our damage against all enemy heroes, especially priority targets since they don’t have much Magic Defense at all.

HP increases our durability, allowing us to survive longer in fights and even though it won’t necessarily make us tanky, the amount of HP we’ll gain can be the difference between life or death.

HP Regen regenerates our HP faster so we’ll be able to fight more often without needing to recall so we can aid our allies more consistently or simply survive our laning phase much easier.

Movement Speed makes us walk faster so we can roam the map better, gank enemies more efficiently, chase targets down easier or escape from undesirable situations swiftly.

An optimal Enchantment build for Illumia would be:

  • (Yellow) Mana Refill — Blessing — Holy Thunder
  • (Blue) Enhanced Restore — Gunslinger

Mana Refill restores some of our HP and Mana whenever we hit an enemy hero with an ability or auto-attack. We benefit greatly from this since we are useless without Mana and it helps us maintain our Mana Pool, especially in the Early Game.

Blessing takes a percentage of the Ability Power we gain from equipment and adds it to our AP. Since every time we build gives us AP, we will gain a lot from taking this Enchantment.

Holy Thunder deals damage to enemy heroes whenever we hit them with auto-attacks or abilities, increasing our Poke and Burst Damage significantly. Since we poke the enemy a lot, we will be able to shorten the cooldown of this Enchantment by a lot, making it proc way more often.

Enhanced Restore regenerates some of our HP and Mana instantly and when combined with Mana Refill, makes our Mana Pool nearly infinite. This is great, since most Mages run into mana issues in the Early Game and we can easily avoid that issue by taking this Enchantment. We also will be able to take more damage as well since we heal HP too.

Gunslinger increases our Ability Power by 15 for each stack we get. We start off the game with 1 stack and gain a stack for each unique hero we kill, capping at 6 stacks for a total of 90 AP.


Item Build


A great item build for Illumia would be:

  • Gilded Greaves
  • Berith’s Agony
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Arctic Orb

If we’re against enemies with troublesome regeneration effects, we can pick up Tome of Reaper instead of Evil Secrets to lesssen the effectiveness.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can with our S1. Illumia isn’t the best at clearing waves early on, so if the enemy is able to roam before we can it’s best to roam in the opposite direction, or if we gain vision on them through them ganking our allies, we can set up an ambush for them on the path they will most likely take to go back to lane.

If we follow them without vision, we can possibly run into an enemy ambush and die. If there’s no gank opportunity, we can scout the enemy jungle and potentially steal a low HP buff or camp from them. Simply figuring out where they started allows our team to figure out who will most likely be ganked or we can even set up countermeasures in advance to stop them.

In the Mid Game, both teams will be grouped as 3-5 players, fighting for control of towers and neutral objectives. Illumia will be at her strongest at this stage of the game, efficiency wise and be able to deal tons of damage. Positioning will be very important for us, since we don’t have any form of mobility, making us extremely susceptible to Assassins.

However, all of our skills have AoE effects, which allow us to shine during team fights or skirmishes. It’s always good to use our S1, at least once and throw it anywhere just to prep a stack for our Passive Ability so we can immediately use our Passive enhanced S1 as soon as we enter battle. Our ideal combo would be S1, S1 Ult, S1, S1, S2 S1, S1. This will allow us to use our Passive Ability three times and stun lock the enemy for a couple seconds while dealing tons of damage. Our Ult also allows us to interrupt most enemy ambushes or sneak attempts on neutral objectives.

In the Late Game, both teams will be grouped as 4-5 players and fighting for control of neutral objectives and towers. Illumia will still be very strong but will still face the same issues as the Mid Game. Dying at this stage of the game can actually cause our team to lose with the extremely long death timers.

Our main focus will either be dishing out as much damage as we can without dying or we can focus more on protecting our ally Marksman. With our knockback on S2 and our stuns, we can help protect them relatively well, and it allows us to stay even further back where we’ll be safer from enemy divers or Assassins. Arctic Orb can come in clutch now, stopping enemy assassination attempts on us. Keeping all of this in mind as we play will give us the best chances of victory, in the end.


PROS


  • Global ultimate is her main selling point. For this reason, paying attention to the minimap has an added dimension/importance. Tipping the scales in your team’s favor while at the same time harassing someone on the other side of the map is extremely useful.
  • Good harass/poke. Her passive (Goddess) turns relatively harmless spells into a force to be reckoned with.
  • Nice disruption – more so than control, her abilities provide short duration cc which does have its value.

CONS


  • Lack of mobility makes her easy pickings for most decent junglers. Being a squishy champ and not having any sustainability adds even more danger of being ganked or even straight up pushed away from lane if you expose yourself even for a second.
  • It can be a real drag sometimes having to pay attention at what stage your passive is, plus while Divine Light itself works with auto-targeting – proc from the passive does not. So, if you are not directing it manually it will shoot in the direction your champ is facing, and you have to do it manually every 2-3 seconds… As I said, it is a real drag sometimes.

Additional thoughts


Keep your distance from the enemy and use passive procs to harass at all times. The only exception to the rule is: all enemy champions are visible on another part of the map, and the one standing in your lane is not posing any real threat. Do not cross the center of the map, even the center is too dangerous for Ilumia. As soon as the ultimate is obtained, look for an opportunity to help your teammates in other lanes. Do not just spam the ultimate, but look for an ongoing fight and provide that small push to tip the scales in your team’s favor.

Because of many glaring weaknesses, Ilumia must pay special attention to positioning, as well as minimap “events”. Your main job is again to harass/poke with enhanced Divine Light and, if lucky, it will provide an opening for your team to single someone out and deal with him. The other thing you need to worry about is how to pick a moment to cast your ultimate, and it is really something because if cast half a second too early or too late it has the potential to be the most useless spell in the game. But cast it at the right time and see your team swoop in and wipe the enemy from the face of a battlefield. The moment your team casts some of the major crowd control abilities, for example, Grakk’s ultimate, land the Cataclysm and with 2 seconds delay it will affect them at just the right time to prolong the time enemy is disabled. It can be useful to land it during the fight itself as it will likely force the enemy to move and lose precious time. One thing to note, if the enemy is clumped together it may be difficult for all of them to dodge as the surface covered with Glyphs will be huge.


mganga

This mid lane/support crazy clown is damage and healing machine (if only those damned team-mates would stay still for a sec)…


This mid lane/support crazy clown is damage and healing machine (if only those damned team-mates would stay still for a sec). Apart from that, there is nothing else in his skill-set, no mobility, no control. So, with this character you get a strange combination of damage dealing and healing, but without any means of escaping or ability to catch fleeing enemies, and this makes Mganga dependant on the rest of the team.


counters


Mganga gets countered by some Mages, Dirak, Ignis, Lauriel, etc. some Marksman, Capheny, Violet, Wisp, etc. some Warriors, e.g Florentino, Arthur, Zanis, etc. some Assassins, e.g Airi, Paine, Keera, etc.

Mganga synergizes well with Peura, Alice, Zip, Maloch, and Lubu.


Arcanas and Enchantments


The ideal Arcana build for Mganga would be:

  • Violate
  • Flurry
  • Benevolence

These Arcana give us Ability Power, Magic Pierce, Attack Speed, HP Regen, Movement Speed, HP.

Ability Power increases the damage of all of our abilities and also increases our healing effects.

Magic Pierce lets us partially ignore the enemy’s Magic Defense to deal increased burst damage towards enemy carries.

Attack Speed increases how much damage we can dish out with auto attacks and synergizes well with our Passive Ability, so we can stack it faster for bonus damage.

HP Regen restores our HP faster, which makes us have to recall less often, giving us more time to gank enemies and when combined with our healing effects, helps us stay even healthier.

Movement Speed increases our roaming, ganking, chasing, and escaping efficiency, increasing our versatility even more.

HP increases our survivability even further and helps us even more in prolonged battles, which we excel at since we’re more DPS oriented, rather than burst like most Mages.

A useful Enchantment setup for Mganga would be:

  • (Yellow) Mana Refill — Blessing — Holy Thunder
  • (Blue) Enhanced Restore — Gunslinger

Mana Refill restores our Mana by 8% whenever we land auto-attacks or abilities on enemy heroes. This helps us manage our Mana pool a lot easier, especially in the Early Game, since we need Mana to cast our skills.

Blessing increases our Ability Power by 16% of the Ability Power we gain from our items, which makes us stronger the more items we have, which makes our scaling a lot better.

Holy Thunder deals bonus damage when we auto-attack or cast abilities on enemy heroes, which helps us with our burst damage and overall damage output.

Enhanced Restore regenerates some of our HP and Mana immediately, which can help us turn the tide of the fight by restoring HP near death. It’s also very useful in the laning phase.

Gunslinger provides us with stacks whenever we kill unique heroes, stacking up to 6 times and each stack gives us 15 Ability Power. We start the game with 1 stack and if we manage to get all 6 stacks, that gives us a total of 90 AP.


Item Build


A nice item build for Mganga would be:

  1. Gilded Greaves
  2. Berith’s Agony
  3. Evil Secrets
  4. Arctic Orb
  5. Medallion of Troy
  6. Hecate’s Diadem

If we’re against a team with troublesome regenerative effects, we can get Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to pick up our S1 as soon as we start the game so we can stack them by the time we get to the lane. We want to clear our lane as quickly as we can with that skill since it’s much more efficient than using our S2.

If we’re against an enemy that can push faster than we can, we can focus more on harassing the Mage with our auto attacks or skills. Our healing ability allows us to focus more on harassing enemies or even taking unfavorable trades because we can out sustain most Mages.

If we can roam, we can gank side lanes, heal allies, or even scout the enemy jungle. Scouting the enemy jungle allows us to figure out which side they started on or potentially steal a low HP buff or camp from them.

Since we don’t have mobility, we have to be extra careful if we go into enemy territory because if we get caught out, we actually have a high chance of dying.

In the Mid Game, both teams will be grouped as 3-5 players fighting for control of neutral objectives and towers. Mganga will be pretty strong at this stage of the game and all of our abilities have AoE effects, allowing us to do well against multiple enemies.

The heal and damage from our Ult and S2 lets us act as a utility Mage to help our allies survivability while still being a damage threat. If we can manage to attack an enemy carry, we can even outright kill them if we’re ahead and our healing capabilities make us a bit tankier than most Mages.

Our DPS and healing also helps our team out quite a bit when fighting neutral objectives and even helps when going against enemy heroes with a lot of poke damage.

In the Late Game, both teams will be grouped as 4-5 players contesting each other for towers and neutral objectives. Mganga will fall off by now, damage-wise but we can still back up our team while still doing a decent amount of damage.

We don’t have any hard CC effects and our heals also won’t be as helpful by now. Our best bet is to just support our team’s decisions and trying to deal as much damage as we can while absorbing as much damage as we can without dying.

By making the enemy team focus their important abilities on ourselves while surviving and aiding our allies, it gives our team higher chances of winning battles and of course, winning the game.


PROS


  • Team fighter both abilities are AoE. Two of those can heal your team and do damage to your foes, and there is always pressure present among enemies from having a high number of Voodoo Marks.
  • Highly versatile champion in terms of going offensive or defensive. Damage output playing against Mganga forces you to be very cautious, as he can turn the tide of the battle at any second.
  • His damage can be deceptive, subtle, and at the specific moment have massive bursting power. Sustain-built in heal, items Orb of the Magi, Virtue’s necklace and/or Rhea’s Blessing are all factors contributing to Mganga’s incredible staying power.
  • Good healing
  • Good DPS
  • Versatile since we can fit many roles

CONS


  • Squishy. If Mganga is to be effective he needs cooldown reduction and ability power from items, so there isn’t much room for defensive stats. This means talent choices must be compensating like flicker and maybe sprint.
  • Positioning. Anyone playing Mganga must be master of positioning, to be in range of an enemy team, to be behind his own team, to be close enough to land skills, and to be far enough so his “squishiness” does not become more hindering than it already is, and all that while keeping up a barrage of attacks and skill shots landing left and right.
  • No mobility
  • Heals and damage falls off Late Game
  • No hard CC

additional thoughts


It is important not to go too close to your challenger, stay at range and if he shows signs of aggression, land Toxic in front of his feet and adds some auto attacks on top of that. Sustain your self via Fortunate Gift and if you have to, use ultimate (but before that add some stacks to yourself). Mganga is a nasty champion to play against as his damage ramps up over a short time, so once he is engaged it is not clear to the attacker what to expect from the trade. Often enough people get surprised by the intensity of this clown’s damage and/or heal… make good use of this kind of surprise.

Mganga excels in team fights when there is enough crowd control in his team’s toolkit and he is safe to stack up 5 stacks, use Detonation, and restack Marks again. To add to the complexity of playing this champion, at all times you will have to decide to heal or to damage. This added complexity can be negative, but if you relish more options you will enjoy this clown’s playstyle.


omega

Great hero, with very powerful control abilities. Omega can quickly initiate a fight by closing the distance and stunning the enemies…


Great hero, with very powerful control abilities. Omega can quickly initiate a fight by closing the distance and stunning the enemies. With solid survivability and complete skill set focused on control abilities, Omega is very good at setting-up kills to his teammates, and isolating enemies that venture forward, ahead of their team. In short, if you like stunning, knocking back, and throwing enemy heroes in the air, you will enjoy playing Omega. He can be played in the Abyssal Dragon Lane.


Arcanas And Enchantments


A great Arcana build for Omega would be:

  • Indomitable
  • Valiance
  • Benevolence

Indomitable gives us bonus Armor, HP, and Attack Speed. The Armor makes us take less damage from physical attacks. HP makes us more durable against all sources of damage. Attack Speed makes us do more damage to our auto attacks.

Valiance increases our HP and Cooldown Reduction. The extra HP makes us tankier and able to absorb more damage for our allies. The Cooldown Reduction gives us more access to our abilities, which lets us do even more CC and damage.

Benevolence increases our HP, HP Regen, and Movement Speed. The additional HP makes it easier to frontline, engage, and disengage for our team. The HP Regen restores our HP faster so we can fight more often without needing to recall to refill our HP. The Movement Speed synergizes nicely with our S1 and allows us to roam faster, chase down enemies to engage easier, or escape from dangerous situations at a quicker pace.

A great Enchantment setup would be:

  • (Green) River Treader – Nature’s Gift – Nature’s Rage
  • (Yellow) Sacred Bead
  • (Blue) Arcane Whisper

River Treader increases our Movement Speed, MP, and HP Regen when in the river. When we roam, we’ll be passing through the river often so we’ll be able to get around faster while staying healthier due to the regeneration.

Nature’s Gift gives us a stack for every nearby minion or monster that dies. Each stack gives us 10 HP, and the stacks cap at 80, which means we can get a total of 800 bonus HP from this alone. This makes us tankier and it’s easy to gain stacks since minions die at all stages of the game.

Nature’s Rage does damage based off of Max HP and reduces their magic defense when we inflict CC, and all of our abilities have CC. This will be extremely easy for us to trigger and make our mages do even more damage.

Sacred Bead reduces our Ult’s Cooldown Reduction, which will be very helpful since our Ult is powerful and is very good at disrupting fights.

Arcane Whisper reduces our Talent’s Cooldown, which allows us to use Heal, Flicker, or Disrupt more often. Having Heal more often can save our allies more often. Having Flicker more often can save our own lives or help us engage easier. Lastly, having to Disrupt up more often allows us to dive enemies under tower without taking any damage for a few seconds more often and we can also damage the towers with our abilities while attacking the enemy


Item Build


An ideal Item Build would be:

  • Mother Earth Barrier
  • Gilded Greaves
  • The Aegis
  • Gaia’s Standard
  • Mail of Pain
  • Blade of Eternity

We can opt to take Mother Earth Cleansing if the enemy team has a lot of CC since it lets us get rid of CC and gives us immunity to it for a second.

We can also choose to take Mother Earth Magic Eye if there are enemies who have stealth or invisibility abilities, e.g Quillen, Elsu, Krizzix, etc. and we can reveal their location if they are nearby, even if they’re invisible.


Gameplay Tips


In the Early Game, we want to help Mid clear their lane so we can roam together. Since we have a lot of CC, our ganks will be very effective since we will be able to stun and knock up the enemy, setting our allies up for success. We can also invade the enemy Jungle to find out where they are and potentially steal a camp or buff in the process, which would set them back significantly.

In the Mid Game, the teams will both be grouped as 3-5 players and fighting for Abyssal Dragon, Dark Slayer, or towers. Omega will be very tanky and durable, allowing him to engage and disrupt fights with his continuous knockback effects with his Ult.

He also does a nice amount of damage when sieging towers if he’s using his Ult as well.

In the Late Game, the teams will be grouped as 4-5 usually and fighting for control of towers, Enraged Abyssal Dragon, and Dark Slayer. Since Omega doesn’t have much mobility, it’s better to focus on protecting your fragile allies rather than focusing on engaging, unless you know the engage is advantageous. It will be extremely difficult for enemies to get near an ally you’re Ulting next to and it can stop multiple enemies simultaneously due to its wide range.


PROS


  • Good skirmisher. Easy to land medium cooldown control abilities have great use in 2v2, 3v3 skirmishes.
  • Tower destroyer. Omega’s passive is what makes him so good at taking towers down. This proves to be a great asset when in a side lane and the enemy team have to deal with you otherwise towers get obliterated.
  • Off-the-charts control. With his ultimate being reworked to include knockback, Omega’s ability to control the enemy champion or team has skyrocketed.

CONS


  • Damage falls off when abilities are on cooldown. Inconsistent in fights depending on the state of cooldowns at the start.
  • Tanky but not a tank. Even if built like a tank,  he falls flat when compared to other tanks in terms of taking hits and presence, at least. his base defensive stats are just weak.
  • Somewhat unreliable ultimate-knockback. It depends on the positioning of both Omega and his opponent.
  • Low Mobility
  • Hard to get close enough to S1

Additional Thoughts


Go for duo lane, preferably with someone who deals physical damage and is a strong pusher. You want to have as much time on towers as possible. In lane, if you have a teammate, stay in the brush and wait, play the zoning game. Your job is to control during skirmishes. Use Guardian Mode for speed up, engage the enemy, preferably squishy, and knock him up. Follow up with Crash Mode to prolong the disable on the enemy and if you are above level 4 move behind the target and use Exterminate, once it starts knocking back the enemy, stick to him and try to lad as many of them as possible. Once the ultimate is over, 1st and 2nd skill should be ready to use. If there are no opportunities in your lane, then move to other lanes and take the ganking role. This can be of huge importance because of how effective Omega’s ganks are. Because Disrupt is so good with Omega, this opens some new avenues for skirmishes, ganks and even team fights, depending on how tower dives are executed and how often they are attempted. This is especially difficult in pug games, where you must ensure good communication and coordination with your team. This is the reason why most people should still use Flicker as it is a safer option.

In team fights, aim to crowd control isolated targets with Guardian Mode while having Crash Mode ready for stunning multiple enemies. This means you are waging war on two fronts in a gameplay sense. One is to lock the enemy for execution and the other is to keep the rest of the enemy team away from the carries. The emphasis on this choice is even larger with regard to his ultimate. On one hand, if you opt for a more defensive style, then save the ultimate as disengage tool, one that prevents an enemy from reaching your damage dealers. On the other hand, if you choose to be more offense-oriented, try to flank the enemy team and push the key target toward the ally team.


peura

Peura is almost completely focused on supporting the rest of her team, and can’t do much on her own…


A support hero with powerful heal and very potent ultimate. Peura is almost completely focused on supporting the rest of her team, and can’t do much on her own. However, properly timing her powerful healing ability, in combination with the ultimate that can slow and stun enemies, can easily turn the tide of those very important team battles. All in all, a very interesting hero if you like to be a team player. She can be played in the Abyssal Dragon Lane.


Arcanas And Enchantments


The ideal arcana setup for Peura would be:

  • Benevolence
  • Indomitable
  • Valiance

Benevolence increases our HP, HP Regen, and Movement Speed. HP makes us tankier against all sources. HP Regen restores our HP faster and combined with our S1, we will rarely have to recall unless it’s for Mana. Movement Speed lets us roam faster, escape dangerous situations easier, and chase down targets.

Indomitable increases our Armor, Attack Speed, and HP. Armor reduces the damage we take from physical damage. It synergizes nicely with our Ulti, since that also gives us armor as well. Attack speed increases our damage dealt with auto-attacks. HP makes us more durable and allows us to absorb more damage in team fights.

Valiance increases our Cooldown Reduction and HP. The Cooldown Reduction is extremely helpful since we rely heavily on our abilities and our S1 has a long CD. HP lets us survive and tank even more damage, allowing us to frontline more comfortably.

The ideal Enchantments for Peura would be:

  • (Green) River Treader – Regrowth – Nature’s Rage
  • (Blue) Arcane Whisper
  • (Yellow) Sacred Bead

River treader increases our HP and MP Regen and our Movement Speed when in the river. We spend a lot of time in the river when we’re roaming to aid allies or even when we’re fighting for neutral objectives. The extra MP Regen also helps us able to use our S1 more often to keep our allies and ourselves healthy.

Regrowth increases our healing and shielding effects. Our Mother Earth Barrier will be more effective and our S1 will heal for even more, which is extremely effective.

Nature’s Rage does damage based on the enemy’s Max HP and reduces their mages defense when affected by CC. We have a lot of CC with our S2 and Ult so this is very easy to activate and helps our mages and ourselves do more damage.

Arcane Whisper increases the Cooldown Reduction for our Talent, which can let us use the Heal talent, combined with our S1 for massive healing power. Or we can have access to Flicker more often for flashier engages or to give us some form of mobility to escape.

Sacred Bead increases our Cooldown Reduction for our Ult and our Ult is extremely useful in all situations, especially against multiple enemies or with multiple allies nearby.


Item Build


A nice item build for Peura would be:

  • Mother Earth Barrier
  • Gilded Greaves
  • The Aegis
  • Gaia’s Standard
  • Frost Cape
  • Blade of Eternity

If we’re against multiple enemies with a lot of CC, we can choose Mother Earth Cleansing instead.

If we’re versus enemies who have stealth or invisibility, we can use Mother Earth Magic Eye to reveal their locations, if they’re nearby.


Gameplay Tips


In the Early Game, we want to help mid clear their wave so we can roam and gank side lanes together or check the enemy Jungle for steal buffs or reveal the enemy Jungler location. Knowing where the enemy Jungler is allows us to foresee where and when they will gank or even allow another teammate to invade the opposite side they’re on so they can steal their camps before they even know what hit them. You also can roam to a lane if the person has taken a substantial amount of damage and use your S1 on them so they can continue fighting and farming.

In the Mid Game, both teams will usually start grouping together as 3-5 players, in preparation to fight for Abyssal Dragon, towers, or Dark Slayer control. Peura begins to shine more here since the more nearby allies she has, the more effective her abilities become. Healing one ally is great but healing and buffing 4 allies and yourself is even more amazing. The same goes for the effects of your Ult. Your team can poke and trade with the enemy, back off and let you heal them and continuously siege towers without having to recall.

In the Late Game, both teams will usually be grouped as 4-5 players to fight for Enraged Abyssal Dragon, towers, or Dark Slayer. You will continue doing your best to protect, heal, and buff allies as you’ve been doing all game. However, it’s usually better to use your Ult defensively since your carries’ life are extremely important at this stage of the game. Also, Peura doesn’t have any mobility so running face-first into the enemy can be dangerous for her at this stage of the game, unless you know your team has a major advantage over the enemy. It’s better to watch over your carries and throw out your S2 to start a fight if you can.


PROS


  • Great team fight. Heals, AoE armor, damage, and stun. It all adds up to a great team fighter. Peura has everything that a hero needs and if left untouched can turn fights easily in your favor.
  • Peura is not a solo laner nor a jungler nor can she handle the 1v1 at Dark Slayer, but when it comes to raw supporting there is no better.
  • Very strong heal combined with buffs from her ultimate gives makes her more of a support than any other. TeeMee is maybe the only competition in this department.
  • The unique ability of continuously healing allies. Great buffs and CC

CONS


  • Relies heavily on teammates. As you are a great team fighter and great at supporting heroes, you need someone to fight with and someone to support. In 1v1 any enemy beats you easily, without your team you are nothing and that locks you in a stick to your friends’ position.
  • Squishy hero with no mobility skills. While you provide great support to your allies, Peura itself is pretty weak and immobile.
  • Bait support with low defense stats. Peura is a hero that needs to be focused, you cannot leave her unattended otherwise you lose in so many ways. So you will mostly be focused on sight and not having any solid defense stats leaves you naked.
  • No mobility
  • Tome of the Reaper and Curse of Death make healing a lot harder for her

Additional Thoughts


Playing Peura early game stay on your lane and provide support to your marksman but if the situation allows it roam from lane to lane and heal your allies, you can get pretty big advantage for your team that way, that once that your mid didn’t go to base because of your heal could be crucial so keep your options always open. If you are caught in the river just run you are no match for anyone in a single battle. Stick to your allies and provide support and that’s your moto basically through the whole game.

This is a moment where Peura has to shine the most. Stick between your front liners and your marksmen and use heal anytime it’s available. Don’t throw your stun just to stun people, keep it off CD save it if your ADC needs to gain some ground against chasing the enemy or if you are playing against an enemy with channeling ability. For ultimate the best option is to use it from a bush but that won’t be the case in a lot of situations, if you can use it to its full potential it can serve almost as a taunt. Once you start channeling everyone will focus on target you, so you can use it to take some aggro off your teammates but know what happens after that is probably death. You are a defensive type of support and play it only that way.


skud

A disruptive melee bruiser, Skud has good control, mobility and sustain.


A disruptive melee bruiser, Skud has good control, mobility and sustain. He can be particularly deadly against low mobility squishy enemies, that venture to far from the rest of the team. In organized teams, Skud is a solid addition, that excels in skirmishes and team fights alike. However, he comes with a number of flaws but the most glaring one is the inability to specialize. His skill set is not fit for tanking or damage dealing instead, he is a mix of both and maxing one will make him mediocre in the other area.


counters


Skud counters Yorn, Tel’Annas, Ishar, Natalya, Brunhilda, etc…

He is countered by Florentino, Kil’Groth, Rourke, Marja, etc…

Skud synergizes with Alice, Zip, Krizzix, Dirak, Ignis, etc…


Arcanas and Enchantments


A great Arcana setup for Skud would be:

  • Indomitable
  • Skewer
  • Assassinate

These Arcana give us Armor, HP, Attack Speed, Attack Damage, Armor Pierce, Movement Speed, etc.

Armor decreases the amount of Physical Damage we receive, allowing us to negate a lot of the enemy’s damage throughout the game. It also increases our survivability, making diving for the priority target a lot easier for us.

HP increases our endurance, allowing us to live longer in fights and could be the difference between life or death in a duel, skirmish or team fight.

Attack Speed increases the overall damage output of our auto attacks, which helps out a lot when our skills are on cooldown.

Attack Damage is our main stat and increases the damage of all of our skills and auto attacks, making us a bigger threat to all enemies.

Armor Pierce lets us somewhat bypass the enemy’s physical defenses to deal more damage, especially against priority targets since they have low defense.

Movement Speed lets us walk faster so we can stick on targets more efficiently with our melee attacks, roam the map faster, gank better or even escape from situations we don’t want to be in.

The ideal Enchantment build for Skud would be:

  • (Red) Raging Inferno — Deadly Claw — Curse of Death
  • (Blue) Enhanced Restore — Gunslinger

Raging Inferno deals damage when we hit an enemy hero with an auto-attack or ability, which will help increase our burst damage or even finish off low HP enemies.

Deadly Claw increases our Attack Damage, increasing the damage of all of our skills and auto-attacks.

Curse of Death deals bonus damage whenever we deal 3 consecutive attacks on the enemy, they will take bonus damage then after a few seconds, they will take additional bonus damage, which increases our burst damage even further, especially since our combo is composed of 3 hits as Skud.

Enhanced Restore recovers some of our HP and Mana immediately, which helps us out a lot in the laning phase and can help throughout all stages of the game. It can even help us outplay enemies in a fight by gaining a bit of HP when they think we’re within lethal range.

Gunslinger gives us stacks whenever we score a unique hero kill and we start the game off with 1 stack, capping at 6 stacks. Each stack gives us 10 AD, for a cap of 60 AD.


Item Build


Our most efficient build would be:

  • Gilded Greaves
  • Rankbreaker
  • Omni Arms
  • Fenrir’s Tooth
  • Hercules’ Madness
  • Blade of Eternity

If our Blade of Eternity is on cooldown or has run out of uses, we can swap it out for Death Sickle.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as possible with our S2 then try to gank enemy lanes or scout the enemy jungle to find out which side they started on. Our S1 lets us dash through terrain, allowing us to escape from a possible collapse from the enemy while scouting. Once we reach level 4, we’ll be able to do significantly more burst damage and able to do our full combo of S2, S1, AA, Ult, then S1 in to finish them off or S1 away if we can’t kill them.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control over neutral objectives and towers. Skud will be at his strongest, in regards to efficiency and able to kill enemy carries nearly instantaneously, especially when using Flicker. We will be very hard to stop if we attack with good timing, especially if we flank the enemy from the side or the backline. if team fighting doesn’t work well, we can split push to create new opportunities that wouldn’t be available without us splitting. We have good wave clear, mobility and can take towers quickly, making us the ideal choice for a split pusher. As long as we focus on the map and make sure we’re not going to die to an enemy gank, we should be fine.

In the Late Game, both teams will be grouped as 4-5 players, fighting for towers and neutral objectives. Skud falls off a bit damage wise, especially since we’re only good in short fights, meaning against most Tanks or Warriors, we won’t be effective.

Assassinating targets will become much more difficult, due to everyone being grouped up and having more defenses. If it’s too difficult, we can switch our play style to focusing on protecting ally carries with our Ult.

However, if we have an opportunity to assassinate a Late Game carry, even if we die afterward, it’s worth it because their life is worth much more than ours at this stage of the game. We still need to be careful with our approach because we can die very easily and dying at this stage of the game carelessly can easily make us lose, due to the long death timers.


PROS


  • Decent sustain. With his passive ability, Anabolic Rage, Skud heals himself enough to stay in lane longer than usual.
  • Good skirmisher. His innate tankiness, Furious Charge and an ultimate which disrupts the enemy team plus refreshes your Furious Charge makes him a good initiator. Be sure to make the most of it.
  • Burst combo. If played as solo laner, built and executed properly, Skud will surprise most squishy enemies.

CONS


  • Susceptible to crowd control. Being a control hero himself, he can get in trouble against other heroes with crowd control, it’s a matter of who – gets – who first. That’s one of the reasons you need a tanky build.
  • Weak 1v1. Although he feels like the bruiser, Skud can’t do much alone instead, you need allies to fill in the gap he is missing.
  • Falling behind in farm/levels. Skud’s basic job description is to charge in, stay a little and charge out. In order to do so and survive, Skud must be, if not ahead than at least equal in power.

Additional thoughts


Most of the time, Skud is played in a duo lane (Support, however with the buffed Power Glove it started to be seen as top lane bruiser). Make the best out of your Furious Charge. Turn on the Power Glove and rush-in to pummel your enemy. It’s getting easier to gank when you unlock the Wild Beast Fury. If your marksman follows up, you can easily pick off any target, it will be stunned long enough. If you play solo, attack pattern is the same (thou build would be more offense stat-based), you just need to be extra careful.

The important thing to know is that Skud works best if he initiates the fights, and the fighting starts with his crowd control abilities, and immediately run to the brush to get out of sight and re-engage once the cooldowns are up. Get into the enemy team with Furious Charge, then push them into your team with Wild Best Fury. Use another Furious Charge to make even more rattle. Lastly, use the Power Glove to hit foes with low hp or squishy ones. You are vulnerable to crowd control yourself so watch out, if the fight doesn’t start well push the enemies away with ultimate and run for a refill. Better to stay alive and start the fight again then to open it up by dying.


toro

One of the toughest Arena of Valor Heroes around, that also has good mobility and great control…


One of the toughest Arena of Valor Heroes around, that also has good mobility and great control. Toro lacks some damage, but he makes up for it with one of the best passives in the game. Whit properly used passive, Toro can tank many control abilities. Now, when we combine that with the ability to quickly close the distance to the target, throw it into the air, and slow everyone around him by stomping the ground and you have a serious amount of control on a very tanky, hard to kill, hero. Toro is great fun to play, and when you completely understand his package, you can become quite successful with this cow.

PROS

  • Super tanky. Toro is one of the champions with the highest amount of constitution. His innate ability to absorb damage, combined with his passive, enhanced with a few defensive items and you are a perfect tank.
  • Superb initiator. Your ultimate – Cracked Earth is perfect for initiating fights. Even without it, Bull Rush is an excellent skill for initiation. Since you should always be in front, make sure you bring the fight to the enemy and make them fight on your own terms.
  • His passive makes him immune to crowd control abilities for the majority of the time. (While you are using abilities you are immune) great synergy combined with long casting times of Toro’s abilities.

CONS

  • Long cooldowns. Make the most out of your abilities or you and your allies will be in a lot of trouble. Don’t rely on normal attacks as they are slow and weak.
  • Lacking Solo power. Toro can BULLy (see what I did the?!) opponent, but he is lacking damage to execute upon opportunity he creates. Because of this don’t try to be too cool, instead, help allies score some kills.

Make sure to have a laning partner, Toro is relatively useless solo as the damage is very weak. Try to go with a marksman. Use the Bull Rush + Battlecry combo whenever you can to knock up and damage the enemy. When you get to level 4 coordinate with your laning partner and dive the enemy with Cracked Earth, just a bit behind them. It’s a reflex to run backward, and that’s where you get them. When Cracked Earth ends use Battlecry, and afterward Bull Rush to cc the enemy once again.

You are the main initiator of a team fights, surprise the enemy team with Bull Rush than cast Cracked Earth right into the core of their team. At this stage, you are about to get punished so use Battle Cry to absorb some damage as well the continuation of Toro’s passive, and if you have some cooldown reduction speed already built than Bull Rush should be ready to use again and depending on situation development retreat back or re-engage. This chain casting of abilities is the major reason behind The Aegis being the first item. Having a lot more armor, reducing the attack speed of those attacking you and with 20% cooldown reduction Toro can dramatically increase his passive uptime, which in turn additionally increases damage reduction as well as it allows to soak some of the opposing team’s control. Also, this is the reason why Gilded Greaves are not built (no point in resistance when you are immune to control most of the time) so either Sonic Boots or Flashy Boots, depending on what you want to emphasize, toughness or control.


veera

The strong point of this hero is a cooldown reduction of all of her abilities if she kills an enemy hero, or assists her ally…


The strong point of this hero is a cooldown reduction of all of her abilities if she kills an enemy hero, or assists her ally. However, if she can’t get any kills or assists, Veera is in trouble. She is good against single targets, but with more enemies involved she has to rely on her teammates and that makes her a liability. In order to get the most out of Veera you’ll need a lot of farm, good ganks, and help from from the rest of the team with getting those, extremely important, kills and assists.


counters


Veera counters Yorn, Tel’Annas, Ishar, etc…

She gets countered by Kil’Groth, Rourke, Zip, etc…

Veera synergizes well with Zip, Lumburr, Maloch, Butterfly, etc…


Arcanas and Enchantments


The ideal Arcana choices for Veera would be:

  • Benevolence
  • Flurry
  • Violate

These Arcana give us Movement Speed, HP Regen, HP, Attack Speed, Ability Power and Magic Pierce.

Movement Speed let’s us walk faster, which makes our roams quicker, our ganking better, and helps us get away from enemies easier.

HP Regen restores our HP faster so we won’t have to recall after a bad trade in the laning phase or after losing a fight.

HP increases our survivability and can be the difference between life or death. Even though we’re not tanks, and we don’t build any defensive items, the bonus HP can still make a big difference.

Ability Power increases the damage of all of our skills, which allows us to be a bigger threat against the enemy.

Magic Pierce helps us bypass enemy defenses somewhat and increases our burst damage against priority targets.

The Enchantments that are effective for Veera would be (Yellow) Mana Refill — Holy Verdict — Holy Thunder (Blue) Enhanced Restore — Gunslinger

Mana Refill restores 8% of our Mana when we land a skill or auto-attack on an enemy hero. Since we rely on Mana to do just about anything useful, we have to make sure that we always have enough at our disposal, making this the perfect Enchantment for almost every Mage.

Holy Verdict increases our Magic Pierce, which increases our damage against all targets, since we penetrate their defenses. This works exceptionally well against targets with low defenses, like enemy carries since they barely have defenses to begin with.

Holy Thunder deals bonus damage when we hit an enemy hero with an ability or auto-attack. This greatly increases our burst damage, allowing us to fulfill our job of killing priority targets that much easier.

Enhanced Restore refills some of our HP and Mana immediately and can surprise the enemy when they think they’ve got us against the ropes. It also helps us stay healthier at all stages of the game, especially in the laning phase.

Gunslinger increases our Ability Power for each stack that we have by 15. We start the game off with 1 stack and gain a stack for each unique hero we kill, stacking up to 6 times for 90 AP.


Item Build


A wonderful item build for Veera would be:

  • Flashy Kicks
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem

Gameplay Tips


In the Early Game, we want to clear our lane as quickly as possible with our S1 so we can start roaming to gank enemies, ambush our lane opponent, help allies or scout the enemy jungle. If we want to gank enemies, we just need to roam to the lane that has the best chances of a successful gank and use our S2 to stun the enemy in place so we won’t miss our S1 and our allies can easily follow it up.

If we want to ambush our lane opponent, we can clear, walk into the brush and wait for them to try to follow our gank. If they start coming our way, we can just S2 then S1 them and back off, chunking a good portion of their HP. If we want to scout the enemy jungle, we just need to clear and roam into the enemy jungle to see where they started on or potentially steal a low HP camp or buff away from them, setting them behind and putting ourselves ahead.

We have to be very vigilant when attempting this since we don’t have mobility as Veera and we can easily get collapsed on. Once we get out Ult, our damage skyrockets and we play similarly to an Assassin with our huge burst damage. Our full skill rotation of S2, S1, Ult can be done within a second and can do 60% or more of someone’s HP, depending on who it is.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for neutral objectives and towers. Veera will be at her strongest at this stage of the game, in regards to effectiveness and will be able to kill anyone without Magic Defense items from 100 to 0 if ahead or come very close to doing so.

With this in mind, we have to play very sneaky since we can easily be dived and assassinated. Positioning will be key here and targeting the right hero is also very important. Even if we don’t pick up a kill, hitting a priority target with our full combo will force that hero to need to recall, which puts our team at a man advantage, allowing us to siege easier, engage in a team fight with the odds heavily on our side or just start taking neutral objectives, forcing them to fight us at a disadvantage.

In the Late Game, both teams will be grouped as 4-5 fighting for Dark Slayer, Enraged Abyssal Dragon and towers. Veera falls off a lot at this stage of the game because it’s much harder for her to reach her priority target and fights will be taking place in open areas more often, making it harder for her to ambush targets.

It will become more efficient for us to focus more on protecting our ally Marksman with our S2 and patiently wait for an opportunity to burst someone down with a flicker combo. Playing this way helps us use our utility while still being a damage threat, rather than solely relying on our damage and becoming an easier target for enemy Assassins or divers. As long as we do our best to provide the conditions our team composition needs to succeed, our chances of victory will be much higher.


PROS


  • Just one targeting ability. Veera’s ultimate Inferno Bats and Mesmerize are auto-locked and they target an enemy automatically.
  • Her third ability Hell Bat has a long-range and wide area of impact so it is also easy to hit. This makes her the easiest mage to play with.
  • Good burst damage. Her combo is easy to hit. You start with Mesmerize to stun the target, then use Inferno Bats to damage your foe and lower his magic defense and finish with Hell Bat. Awesome combo. Low cooldowns. Veeras abilities have a low cooldown on higher levels if you lower it with items you can almost spam the combo. Watch out for mana though.

CONS


  • No means of escape. Veera doesn’t have any ability to help her escape, she needs some kind of escape talent. The only way to run is to hit the enemy with Mesmerize if it’s not on cooldown and try to run away.
  • Extremely squishy.
  • She has a low constitution, combined with no escape ability this makes Veera a top priority target for enemy assassins and warriors.

Additional thoughts


In lanes try to stay back and fire Hell Bat to clear the waves and poke the enemy. When you get Mesmerize your poking power grows, even more so with Infernal Bats. Mesmerize the enemy and follow with Inferno Bats and Hell Bat. This could outright kill your enemy or maim him so hard he has to teleport back to base, giving you enough time for objective or gank. Veera is a solid harasser if you are careful enough, especially if you have a friend to help you in the lane. Her ganks with Mesmerize are very effective because of how reliable is her single target control.

You need to stay all the way back in team fights, at the very edge between an enemy and your ability range. Keep spamming your abilities except for Mesmerize, save it for the enemy heroes who try to dive you (or squishy ally), or if you are chasing a fleeing enemy. Hell Bat is your main ability in terms of damage to multiple heroes, combined with cooldown items you’ll have around 4-second cooldown so spam it whenever you can. Try to lower enemy magic resistance with Inferno Bats prior to damaging them with Hell Bat. It works like a charm.


wiro

A control based warrior, particularly focused on initiating fights. Wiro’s ability to resurrect, adds an element of uncertainty to every battle…


A control based warrior, particularly focused on initiating fights. Wiro’s ability to resurrect, adds an element of uncertainty to every battle. There are players out there that can make Wiro work and dominate with him, however, his mechanics are somewhat unreliable. His passive provides strength and some safety from death, but if the enemy manages to kill Wiro, the penalty is two-fold. This makes Wiro extremely risk-unfriendly hero. There is no doubt that with a lot of practice and in the hands of a good player, Wiro can bring some value to the table.


Counters


Wiro counters some Assassins, e.g Quillen, Wukong, Butterfly, etc. some Marksman, e.g Brunhilda, Tel’Annas, Yorn, etc.

He is countered by some Marksman, e.g Capheny, Violet, Elandorr, etc. some Mages, e.g Dirak, Aleister, Natalya, etc and some Supports, e.g Annette, Zip, Alice.

Wiro synergizes well with Maloch, Alice, Ignis, Zip and Lumburr.


Arcanas And Enchantments


Great Arcana for Wiro would be:

  • Indomitable
  • Guerrilla
  • Skewer

These Arcana give us Armor, Attack Speed, HP, Movement Speed, Attack Damage and Armor Pierce. Armor reduces the amount of Physical Damage we receive from enemies. Attack Speed increases our overall damage output with auto attacks since we attack quicker. HP increases our resilience, so we can sustain even more damage from all types of enemies. Movement Speed let’s us roam more efficiently, helps us stick onto targets and assists us in escaping from losing battles. Attack Damage increases the damage of all of our abilities and auto attacks. Armor Pierce allows us to partially ignore the enemy’s Armor so we can deal even more damage, especially against enemy carries.

An ideal Enchantment build for Wiro would be:

  • (Green) River Treader — Regrowth — Explosive Shield
  • (Blue) Enhanced Restore
  • (Red) Devourer

River Treader restores our HP and Mana faster, and Movement Speed whenever we’re in the river. Our most common roaming paths will involve the river, allowing us to greatly benefit from this Enchantment.

Regrowth increases our healing and shielding effects, making Wildfire’s Barrier shielding effects stronger and increases how much our allies will be healed by our Passive Ability.

Explosive shield provides us with stacks whenever we take damage. Once we reach 20 stacks, we knock up all nearby enemies and stun them. Is also cleanses all CC effects and deals 10% of their max HP in Magic Damage. Since we will be in the frontline and get a second wind with our Passive Ability, we will take a lot of hits which easily triggers this effect.

Enhanced Restore refills some of our HP and Mana immediately, which helps a lot in the Early Game. Even though it’s not a lot of healing, it could be the difference between life and death.

Devourer restores some of our HP and Mana whenever we score an enemy hero kill or assist. Since we build mainly defensive items, the amount of HP we’ll gain from this will be very significant.


Item Build


If we’re going Support, we can build:

  1. Wildfire Barrier
  2. Gilded Greaves
  3. The Aegis
  4. Gaia’s Standard
  5. Frost Cape
  6. Mail fo Pain

If we’re against a team with a lot of heroes with hard CC, we can take Wildfire Cleanse instead. If the enemy team has heroes that can go into stealth or invisibility, eg Elsu, Wukong, Batman, etc. we can take Wildfire Magic Eye to reveal their locations if they’re nearby. If we’re in the Slayer Lane, an optimal build would be Gilded Greaves — Mantle of Ra — Frost Cape — Gaia’s Standard — Shield of the Lost — Mail of Pain.


Gameplay Tips


In the Early Game, if we’re supporting, we want to help Mid Lane clear their wave as quickly as we can so we can roam and scout the enemy jungle. If we choose the right side, we can possibly deny the enemy jungler their buff, especially since our level 1 is very strong compared to most. If not, simply obtaining the information on which side they started on is enough information to give our team an advantage since we’ll know which player will most likely be ganked first. In between scouting, if there are gank opportunities, we can take them, especially since our S2 pushes enemies very far away.

If we’re in the Slayer Lane, in the Early Game we want to clear our lane quickly so we can roam and gank Mid Lane or scout the enemy jungle. In lane, if the enemy can push faster than we can, we can try to S2 them into our tower to make them take some tower shots, involuntarily. Once we get our Ult, our ganks will become deadly, especially since we cannot be CC’d while channeling the Ult.

In the Mid Game, both teams will be grouped as 3-5 fighting for control of towers and neutral objectives. As Wiro, we want to protect our ally carries the best we can. The CC from all of our abilities helps deny assassination attempts on our carries. If there’s a good engage opportunity, we can take it, especially if we have Flicker. Flicker S2ing an enemy into our team or even flicker Ulting the enemy team while they’re grouped up can set up our team to win team fights with ease.

In the Late Game, we will be strong still and very useful due to our utility and CC. Having our Passive Ability up allows us to make riskier plays and not fear absorbing damage for our team since they can help us revive. Even if we die, the amount of resources the enemy would have used to take us down would make it harder for them to have enough damage to kill our team. Our Ult is also very useful at zoning enemies, especially when fighting the jungle or river. We still have to take our life into consideration and not just give it away freely but knowing we have a chance of a second wind can make tanking a bit easier for us. It can even be used to tower dive if we need to in order to close out the game.


PROS


  • Strong wave clear. 212 Pummel is enhancing normal attacks in two ways, by increasing damage and by making it AoE (area of effect). This comes as a bonus to already potent AoE arsenal in 2nd skill and ultimate. Focus on killing minions. Only harass the enemy if he/she comes into melee range. If it’s safe, push the minions away from your tower
  • Playing against Wiro: Avoid standing in the middle of minions, and try to kill them in a quick burst. Calculate how much swings Wiro made and use the mobility to disengage before the third one knock-you-up.
  • Lots of Control. All three abilities can control targets, making Wiro one of the most disruptive champions in the game. Ensure a few things, land the third enhanced attack onto an enemy, use 2nd skill so it pushes the target up against the wall. Start charging 212 Landslide while in the brush.
  • Playing against Wiro: Stay away from the walls and try to save one interrupt/control for when Wiro start to channel.
  • Good initiator. This requires one thing and that is fully charged ultimate to land on a few targets. Make one of two things happen, either charge-up the ult while in the brush before an enemy interrupts it, or charge the ultimate while outside of the range, release it and use Flicker before the animation ends to enter the range.
  • Playing against Wiro: As a team, always note where is Wiro located on the map, if you can see him suspect of every brush, and if you see him charge the ultimate have control ability ready to interrupt. Also, try to get across the wall or force him to use flicker in any way as Wiro needs Flicker for good initiation and not having it will mess up his plans.

CONS


  • Susceptible to control. Both 2nd skill and ultimate are interruptible by enemy control. The 2nd skill is also the only mobility, and with it out of the way Wiro becomes kitable, thus, even more, increasing his vulnerability to control.
  • Normal-attack based melee warrior. These types of champions are always difficult to balance. On the one hand, you need damage in order to quickly dispose of the target as you don’t have unlimited time. On the other hand, you need toughness in order to survive long enough. Having a balanced item build is incredibly important, yet it acts as a moving target, it depends on the enemy composition.
  • No real escape tool. It can be said 212 Maelstrom can get you away from danger, this is only the case in an open field where there is not a single obstacle, otherwise, it will collide with the wall/tower/remanents of the destroyed tower and so on. Also, Maelstrom will not get you across the wall, which is of huge importance when running away.

Additional Thoughts


Wiro can be played in Dark Slayer lane or as support. The build we are featuring is made for DS lane. Thanks to his passive, at lvl 1 Wiro has more armor, magic res and as bonus ability to resurrect. All this makes him extremely potent lvl 1 warrior. Use it to your advantage, at start pick 212 Pummel and if there is no invade from enemies, destroy the minion wave to quickly get to lvl 2. At this point, play safe and try to bait the enemy to engage you within the relative vicinity of your tower, try to get behind him and use 212 Maelstrom to push him toward the tower so he takes few shots. Other than that try using combo of 2x Enhanced normal attack into Maelstrom into knock up from a third normal attack (it will take few games to get used to this combo). Once ultimate is available if the enemy has hard control abilities that can stun/knock-up/pushback, go into the brush to charge up the ult before coming out to release it (can be useful to enter the brush few times in advance, in order create an illusion of you visiting the brush for no apparent reason).

The most important thing in team-fights when playing Wiro is the effectiveness of his ultimate. To ensure landing it properly practice using Flicker in the time between releasing the charge and actual damage (there is roughly less than half a second time to execute this, so good reaction and connection speed are in order). The other way to initiate fights is by channeling ult from the brush. That is fairly unreliable as it requires the enemy team to get close, which is not something we can depend upon. Past the initiating fights, Wiro’s job is to try and lockdown, or at least push away, those trying to engage upon ally squishy heroes. Always try to be positioned in such a way you can angle 212 Maelstrom to push enemy against the wall or tower (destroyed towers count as well).


wonder woman

Wonder Woman is a very strong early game warrior, that is able to duel and prevail against most level 1 characters.


Wonder Woman is a very strong early game warrior, that is able to duel and prevail against most level 1 characters. Her Ultimate has immense potential and can turn the tide of the battle. However, there are two problems with this character. Firstly, the player must become comfortable with her second ability, and the way it works, in order to use it to a full extent. Secondly, her ultimate has a lot of potentials, but the opportunities to capitalize on that potential are very rare. So, if you can consistently be “in the zone”, then Wonder Woman can do great things, otherwise, there is a number of champions that are easier to handle and more fun to play with.


Counters


Wonder Woman counters most Marksman, e.g Slimz, Brunhilda, Wisp, etc… most Mages, e.g Natalya, The Flash, Ishar, and some Warriors, e.g Airi, Astrid, etc…

Wonder Woman gets countered by Florentino, Illumia, Capheny, Annette, and Zip.

She synergizes greatly with Alice, Ignis, Grakk, Maloch, and Valhein.


Arcanas And Enchantments


Efficient Arcana choices for Wonder Woman would be:

  • Guerrilla
  • Indomitable
  • Skewer

These Arcana give us bonus Attack Speed, Movement Speed, Armor, HP, Attack Damage, and Armor Pierce. Attack Speed increases how much damage we can deal with auto-attacks and synergizes nicely with our Passive Ability to grant us bonus healing. Movement Speed increases the effectiveness of our roaming, chasing, and escaping from enemies. Armor reduces how much damage we receive from attacks that deal Physical Damage. HP increases how much damage we can endure before death and is useful against all damage sources, even True Damage. Attack Damage increases the damage output of all of our abilities and our auto attacks. Armor Pierce lets us bypass the enemies’ armor partially, increasing our burst damage, especially against enemy carries.

The ideal Enchantments for Wonder Woman would be:

  • (Red) Devourer – Bone Cutter – Desperate Duel
  • (Green) Tower Blessing – Regrowth

Devourer restores our HP partially whenever we get a kill or an assist, which increases our survivability in team fights. Bone Cutter reduces how long we’re affected by effects, making us harder to be stopped while fighting. Desperate Duel gives us stacks when we land an auto-attack or ability on enemies, stacking up to 10 times. Each stack increases our Movement Speed but once we reach 10 stacks, we recover 15% of our missing HP and gain 15% Armor Pierce. We will gain stacks quickly as Wonder Woman and be able to deal great damage regardless of how much Armor they have since we gain a percentage of Armor Pierce, rather than a flat value. Tower Blessing increases our damage reduction when near towers, making farming or fighting under towers much easier for us. Regrowth increases our healing and shielding effects. Our Ult gives us a shield if it hits enemies and we gain healing from our auto attacks, due to our Passive Ability and also our Devourer talent, making this a great choice for Wonder Woman.


Item Build


An efficient item build for Wonder Woman is:

  • Gilded Greaves
  • Mantle of Ra
  • Frost Cape
  • Gaia’s Standard
  • Muramasa
  • Blade of Eternity

If Blade of Eternity runs out of uses or is on cooldown, we can exchange it for Death Sickle.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can so we can either roam and gank Mid Lane or scout the enemy jungle. Our S2, is great for ganking, especially if the target has low HP since it will pull them to us instead. We also deal great damage, even without items, making us pretty strong in the Early Game. If the gank opportunity doesn’t present itself, we can scout the enemy jungle so we can figure out which side they started on. Knowing where they started allows us to determine where they will end and which lane will most likely be ganked first. Our team will be able to prepare countermeasures or change their play style accordingly to nullify their attempts at attacking us.

In the Mid Game, both teams will be grouped as 3-5 players and contesting for neutral objectives and towers. We will be very strong and our Ult is extremely useful in team fights since we can buff our allies with shields and Movement Speed, while stunning multiple enemies. It’s not the easiest to pull off to gain all of these effects simultaneously but if we can, it’s amazingly helpful. Isolating low HP enemies with our S2 or simply flanking from the side or backlines allows us to pressure the enemy heavily using our strengths to our advantage. We can even split push if team fighting doesn’t seem like the best option since we can easily escape from most with our Ult.

In the Late Game, both teams will usually be grouped as 4-5 and fighting for Enraged Abyssal Dragon, Dark Slayer, and towers. We fall off a bit at this stage of the game but we’re still useful due to our tankiness, raw damage, CC, and buffs. We won’t have enough damage to assassinate carries but we can still threaten them with our presence, zoning them from team fights. We can also opt to play around our ally carries and protect them instead, if diving or flanking seems unmanageable. Having good timing and landing our S2 and Ult in the most efficient ways will be the key to success for Wonder Woman, especially since making one too many mistakes can cause our team to lose quickly.


PROS


  • Engage and Disengage. Some are good at engaging, some at disengaging, but Wonder Woman is good at both. You can go in with Laso of Truth or disengage with it depending on the situation you are in, even if things look dire you can still use Bracelet of Submission and get that sweet 80% movement speed to either chase down an enemy or escape from a fight.
  • Control. Every one of her skills either slows or stuns for a short duration, with Bracelet of Submission being the best at it. You can easily cc more than one enemy in a team fight, and give your team an edge with some 3-4 man stuns.
  • Good damage as a tank. All of your skills deal a good amount of damage and they all scale really nicely with AD, with some of them even dealing % based damage. After getting an item or two you are really gonna get your damage numbers through the roof, you will be even able to compare it to the Mage’s or ADC’s damage.

CONS


  • All skill shot abilities. Your abilities are either narrow or have a high positioning requirement, as such it will require a lot of time and patience to master.
  • Wonder Woman is a hero with a high skill cap so you are gonna enjoy every moment you spend playing and learning, but will come with its share of troubles.

Additional Thoughts


On Level 1, Wonder Woman is stronger than most heroes. Her Sword and Shield skill gives a significant advantage, Shield provides damage reduction, Sword provides double damage. Harass your opponent with Sword and Shield. Best way to use this in close combat is using Sword and Shield combined with normal attacks, which will trigger your passive. If playing solo lane against two enemies, play safely, you’re not that strong, farm and wait for help. When playing against a range hero, wait for the second level where Lasso of Truth comes into play. Heart of Incubus as the first item is quite rewarding. Makes you farm faster and enemies run even faster.

Your place is on the front lines. As a firm initiator sometimes your team will wait for you to begin the fight. If jumping into the enemy lines, try landing Bracelet of Submission on as many enemies as you can, follow up with Sword and Shield for damage reduction. The best option is to burst down the nearest high damage hero on the enemy team. If you’re late for the team fight, using Bracelet of Submission for disengage or re-engage is equally good. Use Lasso of Truth for denying escape for low HP enemy heroes.


gildur

Has an interesting skill set, some mobility, decent toughness, great short-range AoE control, and great long-range poke/control…


Has an interesting skill set, some mobility, decent toughness, great short-range AoE control, and great long-range poke/control. All of those elements are great, but the entire skill set is lacking some synergies. Gildur is very good at poking the enemies (for which he need lots of AP/damage), but his ultimate is short-range and requires from him to get close to the enemy team, almost in melee range (for which he needs lots of tankiness). Long-range (2nd skill) has a slight delay and activates on impact (it can be avoided and activated by anything that stands in front of an enemy like a minion/creep). Ultimate has to be channeled and can be interrupted with any kind of long-range knock-up, stun or similar effect.


Counters


Gildur counters most Assassins, e.g Butterfly, Keera, Wukong, etc.

He is countered by Laville, Kil’Groth, Rourke, Alice and Annette.

Gildur synergies with burst assassins like Airi, Zuka, or Batman.


Arcanas And Enchantments


Nice Arcana choices for Gildur would be:

  • Benevolence
  • Flurry
  • Violate

These Arcana give us HP, HP Regen, Movement Speed, Ability Power, and Magic Pierce. HP increases our tankiness, allowing us to sustain more damage from all sources. HP Regen restores our HP faster so we won’t need to recall as often to heal and can fight more often. Movement Speed increases the efficiency of our roaming, ganking and helps us when it comes to positioning in team fights. Ability Power increases the damage of all of our abilities. Magic Pierce let’s us partially ignore the enemy’s Magic Defense, allowing us to do more burst damage, especially against targets that have low defenses.

The ideal Enchantment setup for Gildur would be:

  • (Yellow) Mana Refill — Holy Verdict — Holy Thunder
  • (Blue) Enhanced Restore — Gunslinger

Mana Refill restores Mana whenever we land a skill or auto attack on an enemy hero. This helps us conserve our Mana pool throughout the game.

Holy Verdict increases our Magic Pierce, allowing us to deal even more burst damage against priority targets and able to do more damage against tankier enemies.

Holy Thunder deals additional damage to enemy heroes whenever we land an auto-attack or ability on them. This has a short cooldown and can be shortened by landing more attacks on enemy heroes.

Enhanced Restore lets us gain some of our HP and Mana back instantly, which helps our laning phase a lot and can surprise an enemy when we gain HP in the middle of a fight

Raging Inferno deals additional damage to enemies when we hit them with an auto attack or ability, which is great for finishing off low HP enemies who are out of reach.


Item Build


An item build that works well for Gildur would be:

  • Gilded Greaves
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Holy of Holies

If the enemy team has heroes with troublesome restoration effects, we can pick up Tome of the Reaper instead of Evil Secrets to cut their effects.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can to begin roaming to gank side lanes or scout the enemy jungle. Our ganks are very strong due to our poke burst damage and CC, which allows our teammates to easily land their skills and follow us up. If ganking doesn’t seem like it’s an optimal choice, checking the enemy jungle lets our team know where the enemy jungler started so we will have a heads up on who’s going to get ganked first. There’s also a chance we could steal a low HP buff or camp from them. Using our Ult also makes ganks from our jungler so easy for them to pick up kills.

In the Mid Game, both teams will be grouped as 3-5 contesting one another for Dark Slayer, Abyssal Dragon and towers. Gildur will be very strong at this point, especially since all of his skills are capable of doing AoE damage. What makes it even better for us is how much CC we’re capable of doing. Using Flicker with our Ult allows us to lock down entire enemy teams if they’re close to one another and being able to poke repeatedly from a distance that cannot be retaliated by most.

In the Late Game, we will fall off a bit but will still very useful, due to all of our CC. Both teams will be grouped as 4-5 players battling for neutral objectives. Even though our Ult is very powerful and can be game-changing, we have to put ourselves at risk to use it and it can be interrupted if we’re CC’d. We will probably have to use our Ult more defensively at this stage to protect our ally carries and just stick to poking with our S1 to chunk the enemies or set up our team to engage.


PROS


  • Good initiator. Can set up a team fight, durability and skillset make Gildur perfect for the job. Being careful about the fact the ultimate can be interrupted is recommended. So try to target those champions that can interrupt you, like long-range control champions like Diao Chan, Tel’Annas and so on.
  • Excellent laner and a harasser. Gildur’s second skill – Extravagant has a long-range, nice magic damage and it stuns which makes it a good tool for lane pushing and harassment.
  • Poke damage can be exceptional, especially if Gildur is few levels ahead.

CONS


  • Too item dependant. Without them, Gildur is not as durable and can hardly survive a team fight. That means you can’t die early in the game because your gold loss at the beginning of the game can lead to a loss.
  • Like most mages, Gildur has a mana problem. He needs a blue buff all the time, otherwise, he can’t spam as much and his harassing ability diminishes by a large margin.

Additional Thoughts


Like I said above, Gildur is an excellent hero for laning. Poke your enemies with Extravagant all the time, and when you unlock your first skill you can use it to poke even more. That will often make your enemies go to the base to heal or just outright kill them, so you can push lanes without any problems. It’s even better if you are alone since Gildur needs a lot of gold because he is an item, dependent hero.

Gildur is an outstanding initiator. First, you poke the enemies with Extravagant, then you use Siege to rush into the enemies, and use Indulgence to stun them for 3.5 seconds. Try to focus the enemy hero with stun abilities so you don’t get interrupted. If you execute it right this combo will lead to a win in every team fight if your team is capable of dealing damage. And of course, if the enemy team isn’t filled with heroes who are able to disrupt you.


grakk

Overall he has decent damage, great control and a good amount of health…


Grakk is a Support / Tank that can pull enemies to himself from long distances. He can be played in the Abyssal Dragon lane.

Overall he has decent damage, great control and a good amount of health. Grakk may not be the most picked/banned in Pro-games, but in the solo queue, the value of hooking one champion, or potentially trapping the entire team in his ultimate can decide team fights. The key to playing a good Grakk is learning how to make a skill shot with Devil’s Chain and hook the enemy, followed by his ultimate. Grakk’s hook can be used to pull in enemies that are hiding under the tower, separate them from teammates, drag them into bush from stealth, and it’s just a tons of fun to use.


Arcanas And Enchantments


  • The ideal Arcana setup for Grakk would be:
  • Benevolence
  • Indomitable
  • Valiance

Benevolence adds bonus HP, Movement Speed and HP Regeneration. The bonus HP makes us more durable and allows us to survive longer in team fights. The Movement Speed allows us to roam around faster to aid our teammates easier and protect them. The HP Regen restores our HP a bit faster, so we won’t have to go to base as often to restore our HP.

Indomitable gives us attack speed, armor and HP. The attack speed increases our damage by a bit since we can attack faster. The bonus armor makes us tankier against enemies who deal physical damage. The HP increases our survivability overall against all damage types and even does well against true damage.

Valiance gives us HP and Cooldown Reduction. The more HP we have, the harder it is for us to be killed. The Cooldown Reduction allows us to get our abilities back faster and we rely solely on our abilities to do everything, which makes this very helpful.

The ideal Enchantment build for Grakk would be:

  • (Green) River Treader – Nature’s Gift – Nature’s Rage
  • (Yellow) Sacred Bead
  • (Blue) Arcane Whisper

River Treader gives us more Movement Speed, HP Regen and Mana Regen when we’re in the river. Throughout most parts of the game, we will be using the river to travel from lane to lane to roam, gank enemies, or even aid allies.         

Nature’s Gift gives us a stack every time a nearby monster or minion dies. Each stack gives us 10 bonus HP, and the maximum amount of stacks we can have are 80. When the stacks are maxed, they give us 800 more HP, which gives us even more durability to protect and absorb damage for our allies.

Nature’s Rage does damage based off of the enemy Max HP and reduces their magic defense when we CC an enemy hero. All 3 of our abilities have CC effects so this works very well for Grakk.

Sacred Bead gives our ultimate more Cooldown Reduction, which is great since it’s such an important skill for Grakk and will allow him to use it more often.

Arcane Whisper gives our talents bonus Cooldown Reduction and since Flicker works extremely well with our ult and even our S2, we want to have access to Flicker as much as possible to add more potential to what we’re capable of doing with our abilities.


Item Build


An efficient build for Grakk would be:

  • Mother Earth Barrier Shield
  • Hermes Select
  • The Aegis
  • Gaia’s Standard
  • Frost Cape
  • Blade of Eternity

If you’re against an enemy with invisibility (e.g Quillen, Wukong, Keera, etc…) it would be better to take Mother Earth Magic Eye so you can reveal the invisible enemies.

If you’re against a team with tons of CC, you can also opt to take Mother Earth Cleansing to get rid of CC.


Gameplay Tips


In the Early Game, we want to disrupt the enemy Jungler as much as possible by hooking the enemy buff away. This can put the enemy Jungler so far behind your team’s Jungler and even put enemy laners behind when they come to try to help protect their Jungler’s buffs. However, you must be careful and precise while doing this because it’s very easy to die if you overextend or the enemies are waiting in ambush for you. If this route isn’t possible, then you can just help your Mid clear their lane, roam with them and S2 enemies to set up kills for whichever lane you roam to.

In the Mid Game, the teams are usually grouped as 3-5 players and are fighting for control of towers, Abyssal Dragon, and Dark Slayer. With the teams being grouped up, if you S2 any enemy that isn’t tanky, they usually will be killed immediately, creating a nice advantage for your team and putting you in control of the game. You can also use your ult to protect your allies if an assassin or someone dives in on your fragile carries.

In the Late Game, both teams will be grouped as 4-5 players to try to get control of Dark Slayer, Enraged Abyssal Dragon, or towers. Your role will nearly be the same and you’ll be even more potent if you land your skills. It even makes ambushing the enemy teams easier since your entire team can wait in a bush near a neutral objective then S2 an enemy into your entire team to kill them. Death timers are so long that just landing S2 on one priority target can win the game for your team.


PROS


  • Excellent tank, a lot of health if you can use the Devils Chain right since every kill or assist boosts your health permanently by 125. Build him up with some defensive items and you are golden.
  • Powerful Control abilities. All of Grakk’s abilities have some kind of control effect. He can make a real difference on the battlefield if they are used well, Devils chain being the main ability. It can secure you an easy kill and leave the enemy team crippled. The earthquake can make sure that all enemy heroes close to you can’t run away easily.
  • Zone control. The extreme range of Devil’s Chain with proper positioning and good planning Grakk has a large radius of influence, and this can be used to zone out the opponents. If you pull the right enemy, you’ll leave the enemy team 4 vs 5, so it ensures a victory most of the time.

CONS


  • Grakks main ability Devil’s Hook is a skill shot. Most of your gameplay depends on it, so you need to maximize your skill with it or you won’t do much. You could say he needs some time to be mastered, simply because of the hook.
  • Although he is a control tank he is susceptible to control effects himself. Especially if you are channeling ultimate, you don’t want to get interrupted.
  • No mobility Hard to land S2.
  • If you miss your S2 and ult during a team fight, you’re essentially useless.

Additional Thoughts


Grakk can hold the lane against 2 heroes with ease. Stay near your tower, as soon as anyone gets greedy and in the range of your hook just pull them in tower’s range and use Earthquake after. That way you make sure he can’t run away, with your slow and damage + tower damage. Try to move left and right to find the right spot so you don’t pull the enemy minion. If you can pull off the hook enemies will start running away as soon as they see you, so try to predict their movement. If you got a buddy in the lane, even better. Stay with ones that pack a punch. You’ll be unstoppable if you play right. Don’t try to be a hero early on and run into a group, you got some health at the beginning but not enough to hold out long.

He is a control freak and should be used as one. Before the fight begins, try to pull in one of the enemy heroes (a squishy one would be perfect) into your team and get rid of him. If they go after you to save their buddy use the ultimate and make a real party where no one can leave. Make sure to use Earthquake after the ultimate so the enemies that survived can’t run away easily, and the ones that try can be brought back with your hook again. If you die, no worries, you took one for the team, there is no running away with Grakk.


jinnar

The infamous AoE machine, with the ultimate that provides him damage reduction against both physical and magical attacks (increased armor and magic defense)…


The infamous AoE machine, with the ultimate that provides him damage reduction against both physical and magical attacks (increased armor and magic defense). All Jinnar’s skills deal AoE damage, making him great at clearing waves of minions, and dealing with clumped up enemy heroes. However, this hero lacks control abilities, and has to rely on teammates to prevent enemies from escaping. Jinnar really shines in team fights in tight places, like narrow passages in the jungle.


counters


Jinnar counters Krixi, Ishar, Yorn, Brunhilda, Quillen, etc…

He is countered by Annette, Zip, Alice, Marja, Florentino, etc…

Jinnar synergizes well with Alice, Krizzix, Zip, Maloch, etc…


Arcanas and Enchantments


The ideal Arcana for Jinnar would be:

  • Benevolence
  • Flurry
  • Violate

These Arcana give us HP, HP Regen, Movement Speed, Ability Power, Attack Speed and Magic Pierce.

The HP increases our survivability, which helps Jinnar immensely since we will have to go within melee range to do most of our damage.

The HP Regen restores our HP faster so we won’t need to concern ourselves with recalling as often as a bad trade or fight, leaving more time for farming and other fights.

The Movement Speed synergizes very well with Jinnar since we need to be within melee range to maximize our damage output and this will help us stick to the enemies. It will also help us roam more efficiently, gank better and even escape from undesirable situations easier.

The Ability Power increases the damage of all of our abilities and is the main stat we want to focus on increasing as Jinnar.

The Magic Pierce allows us to partially ignore the enemies Magic Defense, increasing our damage output against all heroes, especially enemy carries since their defenses are usually very low.

The go-to Enchantment build for Jinnar would be:

  • (Yellow) Sacred Bead — Blessing – Sacred Shield
  • (Blue) Enhanced Restore — Gunslinger

Sacred Bead increases our cooldown reduction for our Ult and as Jinnar, we rely very heavily on our Ult to do pretty much anything effective in battle. This will help us have it ready to use more often.

Blessing increases our Ability Power by 16% of the AP we gain from items and since it’s our main stat, we will build a lot of it, making us even stronger and scale better throughout the game.

Sacred Shield gives us a shield and increases our Magic Life Steal and Movement Speed when we take a large amount of damage within a short time frame. This compliments Jinnar’s close combat play style, allowing him to absorb even more damage while healing a lot as we deal massive AoE damage.

Enhanced Restore refills some of our HP and Mana immediately when used and is useful throughout all stages of the game, especially in the Early Game. It makes laning phase so much easier to make it through, even against heroes that give us a hard time and it can even surprise enemies who think they can kill us as we activate the heal at the last second, turning the fight around.

Gunslinger provides us with one stack to start the game off with and one stack for each unique hero we kill, for a total of 6 stacks. Each stack gives us 15 Ability Power, capping at 90 AP, boosting our damage output even further.


Item Build


  • Gilded Greaves
  • Berith’s Agony
  • Rhea’s Blessing
  • Evil Secrets
  • Hecate’s Diadem
  • Arctic Orb

If we’re against enemies with troublesome regenerative abilities, we can take Tome of Reaper instead of Evil Secrets.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as possible. The skill we start with depends on our lane opponent since S2 is stronger than S1. However, due to S2’s short range, we will most likely pick up S1. We’re not the best at clearing waves and will struggle fighting most Mages until we hit level 4 but we can still do our best to chip in for our team in the Early Game, just as any Mage would.

Since we’ll be on the defensive end most likely, we’ll just focus on trying to figure out where the enemy jungler started to give our team vision information so we can all prepare for the first gank since we’ll know what side they started on or where they’ll be ending.

Our team will be able to decide how they want to react to this, whether it be setting up a countergank, invading the side that the enemy jungler hasn’t reached yet, etc. Once we hit level 4, we’ll be able to take control of the laning phase and begin ganking and roaming more confidently with our Ult, S1, S2 combo.

In the Mid Game, both teams will be contesting one another for towers and neutral objectives. We will be very strong at this stage of the game, and with all of our abilities dealing AoE damage, we were designed to excel in team fights. With our Ult activated, we will be nearly unkillable, while being able to kill enemy carries with ease, if we engage at the proper times.

Knowing when to engage and who to focus will be the key to success for us as Jinnar. Since we don’t have any hard CC, we’ll need to either wait for our team to set something up for us, or we’ll have to act as an off-tank and engage, soak damage then disengage so we don’t die after our Ult’s duration is finished.

It all depends on our team comp, the enemy team comp and of course the players behind the heroes. Being able to adapt and play to the strengths and weaknesses of not only the heroes but the individual players will allow us to handle any situation that gets thrown our way to the best of our abilities.

In the Late Game, both teams will be grouped as 4-5 players, fighting for Enraged Abyssal Dragon, Dark Slayer and towers. Jinnar’s damage will fall off a bit but we will still be great at soaking damage and able to dish out a lot of damage. Getting on top of carries with our Ult will become more difficult and the same goes for killing them.

However, fortunately we are still relatively durable for a Mage, allowing us to still comfortably dive the backline if the opportunity arises or simply act as an off-tank as we did in the Mid Game. As long as we’re not careless with our engages, we should always be able to have our presence felt, deal a bunch of damage and also absorb a bunch of damage, relieving the pressure from all of our allies since we can fill many roles, due to the nature of our kit.


PROS


  • Great AOE. If your team needs someone that can deal a HUGE amount of damage in clumped spaces Jinnar is definitely a pick for you. All skills deal a nice amount of AOE damage and in some cases can clean up almost entire 5 man team (barely any champion is capable of such feat).
  • Good Late game. Jinnar’s abilities scale really nicely and if u add that his abilities all deal AOE damage the longer the game goes more damage you can dish out.

CONS


  • Low range. While Jinnar’s spells do deal a good amount of AOE damage with nice scaling and low CD’s, you do lack a lot of in the range department. All of Jinnar’s skills require you to go in deep and commit really hard and that can cost you your life in many situations. Good decision making is really important here.
  • Item dependency. All of your abilities rely heavily on AP and you are forced to go all-in for it. However, the problem is you also need tankines, and building items for one make u lacking in other, you will see yourself torn between what item build to go. Read the game really well and calculate what is best for you for every individual matchup.
  • No real CC. Jinnar’s only crowd control is his 2nd ability and it’s a weak 2 second slow, it also requires you to get fairly close to your enemies. So if you want to get your slow on enemies it requires you to get out of position which is not good at all.

Additional thoughts


In the laning phase it’s like hero description says, Harass! With Force Orbs and Resonance you have great wave clear and Harass potential, wait for ultimate before you start rotating. When you get to lvl 4 provide support to the lane that is pushed to the tower and try to get ally ahead. Your ganking potential is low because you lack any real CC, but you should able to get your enemies low enough to push a tower or get an objective.

In team fights, Jinnar must pick a good moment, go as deep as possible, and unleash the arsenal. It would be best if you could get your Comet to proc before you use your ultimate (since it procs Comet immediately) and 2 Comet procs are no joke, wait for enemies to drop some CC and then go in. Once you go in and use your skills if the enemies turn on you use Arctic Orb and you should have your spells off cd. If you live to do rotations like this even if you die you will be top damage dealer in your team. Also with this build Sage buff is a must.


lauriel

A mage that is really good in mid lane, highly mobile, and can be also quite tanky with the certain builds…


A mage that is really good in mid lane, highly mobile, and can be also quite tanky with the certain builds. This is highly uncommon for a mage, but, at the same time, it makes Lauriel somewhat hard to gank. When playing this character decision making on when to engage and when to stay back is very important. Being aggressive is a good thing, but playing too aggressively can quickly backfire, so having ability to quickly assess the situation and correctly respond to it will serve you well when playing Lauriel.

PROS

  • Mobile. As for most of the assassins, high mobility is a must, and that is the case with Lauriel. Blink has a low cooldown and combined with your item build and CDR from Smite you will have good chasing potential as well as a good escape mechanism, you will also be pretty evasive for enemies’ skill shots. It will require some time to master.
  • Sustain. Lauriel’s passive ability Divine Punishment in combination with 1 item ( Rhea’s Blessing would be the best choice ) offers great healing. This is crucial in team fights, in order to back up her very dangerous position in fights (close to the melee range).
  • High Damage. All of Lauriel’s abilities deal damage, if executed correctly no enemy hero should be able to tank through it. If you add your really low CD’s to that you will see the great damage potential that Lauriel has.

CONS

  • Weak control. Your only control ability is slow from your passive, and you need 4 stacks to proc it, so you will require a little bit heavier control from your teammates.
  • Susceptible to burst. if you can’t fly around the battlefield and if you are caught in a stun or outside of your Smite zone – you are done for. You will need to work on your Arcane Orb timing for that not to happen, and a slight misstep or if you miss your timing it could cost you your life.
  • Bad scaling. Unlike other mages, Lauriel really doesn’t scale well with AP. What she lacks in AP she will make up with CDR in items, but it would still be easier to one-shot people instead of having to kite and apply stacks and everything for a kill.

Take The Wheel at level 1 and start maxing it immediately.

You will need some time to start dealing damage and actually being useful in the game, so I suggest starting it slowly. Take the middle lane and stick to it, only follow the rotations from your jungler. In the lane, you will want to throw out The Wheel anytime it’s off cooldown if your enemy has no control abilities or anything that would put you in danger use Blink into them. That way you will proc your passive, deal a solid amount of damage and heal, you win trades that way easily. Also if enemies have a few stacks of your passive try to use it as a fake, it seems like they always forget how much you can heal so abuse that fact and bait them into charging and use your arsenal one more time. Try to out-sustain and out-poke your opponent.

When you fight you will want to find yourself in the middle of everything, but don’t be too hasty, wait for enemies to use their stuns and silences and then rush in. Start with Smite and rotate your skills all around, at this point you will have 40% CDR and with CDR Smite provides you should have an ability to use at all times. Try to land The Wheel on as many enemies as you can, so you can max out Divine Punishment stack potential, fly around with Blink as much as possible to evade enemies’ skill shots and you will do great. Try not to leave Smite zone, if you do your damage will fall greatly. Pick a target in the zone every time and focus on them.


lu bu

Lu Bu is a high mobility warrior with good sustain and damage…


Lu Bu is a high mobility warrior with good sustain and damage. However, Lu Bu does lack in crowd control department and that’s one of the reasons why this hero is difficult to play. Besides that, having a good phone, great connection, fast fingers and a lot of practice, can be really beneficial when playing this hero. Lu Bu is great at dueling and taking objectives, and if that’s what your team needs, to go for it. All in all, Lu Bu has a lot of potential, but he is a highly demanding champion.

PROS

  • Team fights. Lu Bu being able to dish out decent damage while moving fast and exerting decent control over his opponents makes him desirable in every team fight, fitting into almost every composition.
  • 1v1 Once mastered, not too far behind and with properly timed Conqueror, Lu Bu can stand toe to toe with almost any champion in the game.
  • Versatile. By swapping items in the build to adapt to the enemy and their builds, you can take almost any path in the game, from the pure tank to damage dealer. Fast jungle clear speed. This means he can gank lanes more often which in turn snowballs your laners ahead of their opponents.

CONS

  • Susceptible to crowd control. Almost all damage and utility require him to be in melee range and being able to hit the targets. If controlled well by his opponent, his usefulness falls rapidly.
  • It takes time to master. Ebb and flow of his offense and disengage, of his auto-attack implementation between skills, proper ultimate timing, having a sense of how much burst an enemy can dish out… these are just some aspects of game Lu Bu players have to master before being comfortable in what they can do with this champion.
  • Require perfect off-game setup. If you have any technical difficulty, bad internet connection, device or something similar, just skip playing Lu Bu because micromanagement of his abilities and normal attack is off the charts.

Prioritize Red Stallion, this is his only movement ability so reducing its cooldown has huge importance. Conqueror comes as top priority whenever you can take it.

Start with Red golem buff and try ganking mid-lane immediately, coordinate with your mid-lane and at least try to burn enemy Flicker (If you do so, follow up with another gank within the next minute or so). Later on in the game, help a midlaner grab the Blue buff, it is much more beneficial to them than to Lu Bu. If you have conqueror ready, don’t use it unless there is a need for damage or survivability… if you are ganking and outnumbering the enemy, save it for some better situation.

Team fights as Lu Bu: Mid to end game, flank the enemy team, engage their marksman or mage, use Impale at every opportunity. Be as unpredictable as you can in your movement/avoiding skill shots and hard cc. The key moment is to recognize when to engage and when to disengage, as you’ll use Red Stallion for both. Also, remember not to fight in the middle of the front line, Lu Bu has a certain amount of endurance, but when faced against multiple sources of damage and control, he’s finished in a few seconds. Instead, fight at the edges of the combat, dancing away from the enemy tanks/control champions, and more toward an enemy squishy.


lumburr

Tanky support that can buff single ally with lowest health, can shield allies, knock up and debuff enemies.


Tanky support that can buff single ally with lowest health, can shield allies, knock up and debuff enemies. Finally, he can also engage and disengage from fights with the very long-range ultimate. Although he’s lacking some damage and personal safety, Lumburr still provides a great deal of utility for his team, and that’s always useful.


Arcanas And Enchantments


A great Arcana setup for Lumburr would be:

  • Valiance
  • Benevolence
  • Indomitable

The bonuses we receive from these Arcana are HP, Cooldown Reduction, HP Regen, Movement Speed, Armor, and Attack Speed.

The HP makes us more durable against all damage sources, which helps us absorb more damage for our allies and engage with fewer risks. Since all of the items that we build will be defensive ones, the HP also synergizes nicely with our defenses, making us not only receive less damage but being able to withstand more damage, even against enemies who have penetration effects.

The Cooldown Reduction allows us to use our abilities more often and since we rely heavily on our skills to do anything, this is exactly what we want as Lumburr. Having someone engage our allied carries and not having any abilities to be able to CC the enemy or protect our allies would be awful.

The Hp Regen restores our HP faster so we won’t have to recall to the base as often when we need to refill our HP. Since we roam a lot, we will have a lot of downtimes where we’re not in combat, allowing us to be able to help out our ally lanes more frequently since we’ll be restoring HP faster.

The Movement Speed lets us roam more efficiently, pursue enemies easier, or even helps us escape from unwanted situations. Since we’ll be roaming a lot as Lumburr, this is great for us.

Armor reduces the Physical Damage we take, allowing us to sustain ourselves in fights even longer and absorb even more damage for our allies. Most teams have 2-3 heroes who do Physical Damage, making this very useful since we can reduce the damage of most enemy damage dealers.

The Attack Speed increases our damage output from auto-attacks. This isn’t extremely useful as a Support, since we don’t rely on dealing damage to impact the game but it still doesn’t hurt to be able to deal more damage since it makes kills happen easier for our allies.


Item Build


A very nice item build for Lumburr would be:

  • Gilded Greaves
  • Mother Earth Barrier
  • The Aegis
  • Gaia’s Standard
  • Mail of Pain
  • Blade of Eternity

If we’re against enemies who have a lot of hard CC effects, we can take Mother Earth Cleanse to dispel their CC effects from ourselves and our allies. This can be game-changing against enemy heroes such as D’Arcy since it won’t allow him to warp your team back in time to his Ult location.

If we’re against enemies who have access to stealth or invisibility, e.g Keera, Elsu, Wukong, etc. we can take Mother Earth Magic Eye so we can reveal their locations regardless of their status if they’re nearby. Most heroes who have stealth or invisibility effects rely heavily on them to kill heroes so if we stop that, we shut down their main source of impact on the game.


Gameplay Tips


In the Early Game, we want to help our Mid Lane clear their lane as quickly as we can so we can roam together and gank side lanes. We can also scout the enemy jungle to see where the enemy Jungler started or potentially steal a buff or camp from them. Finding our where the enemy Jungler started helps our team anticipate who will get ganked first most likely or we can even choose to invade and force the enemy to fight us for their jungle buffs.

 In the Mid Game, both teams will be grouped as 3-5 players and fight for the control of Abyssal Dragon, towers, and Dark Slayer. Lumburr is very good during this stage of the game, especially since all of his skills have AoE damage and effects. Being able to engage and CC multiple enemies repeatedly set your team up for success and can make gaining neutral objectives that much easier, putting your team in the position to close out the game.

In the Late Game, both teams will be grouped as 4-5 players and trying to obtain control of Enraged Abyssal Dragon, Dark Slayer, and towers. Lumburr is still extremely great at protecting allies and engaging against enemies with his abilities. However, engaging can prove to be a bit more dangerous because if you dive in, you leave your ally carries exposed to Assassins. You have to make sure that if you do engage, all threats are visible or your team is in a position where your team will kill the enemies before your carries can get assassinated.


PROS


  • Great asset to his allies, providing shields armor and magic res, while at the same time reducing enemy damage.
  • Great initiation built into his ultimate. It can be used to disengage if your team needs it, the usefulness of this spell is undeniable.
  • Mobility and/or crowd control are part of every Lumburr’s skill.
  • Useful in all stages of the game

CONS


  • If you fall behind, diving the enemy can be extremely risky.
  • Solo laning. Not that Lumburr is weak in a solo lane, but if you plan to play him at his full potential, you’ll need some high damage champion beside you. Assisting those kinds of champs is what makes Lumburr shine.
  • Ultimate can be difficult to land. It has a charge-up time and can be interrupted. If interrupted it will not go on cooldown, you ‘l just need to charge it again.
  • Hard to utilize S2 with maximum efficiency

Additional Thoughts


In solo lanes make sure to hit Shattered Earth early in exchange, preferably before the enemy does his thing. Use Rampage to close the gap and knock enemy up If your jungler is coming to gank, otherwise save it for disengage. If being pushed back under tower use ultimate to clear the minions, don’t let the enemy have free time on your tower. Don’t chase for kills, if it comes to you, great, but don’t play for it. You need to get out of laning phase not too far behind, so playing safe is a way to get there. If in a duo lane, stay at your marksman’s side and look for pre-emptive Shattered Earth. Be in your marksman range for quick Rampage, preferably landing it on both enemies and allies. It is important to cast your ultimate before the fight balance gets one-sided, either initiate with it or use when the enemy is under cc or have no time to move away. The rest is clean up. If you have the opportunity to roam, grab it. It is always good for a teammate in that lane to feel someone has his back.

Team fights should start with your ultimate, either by splitting enemies apart or by knocking them up. Walk into Shattered Earth distance and preferably land it on high damage dealers. Now comes the difficult part of playing Lumburr, living up to the potential of a Rampage. To land it on allies for a shield and knock the enemy up at the same time, requires some good anticipation and awareness of both your and enemy team positions. Remember not to go alone, the majority of Lumburr’s toolkit is about helping others and this makes him very desirable in teams but not so much if he goes solo and pretends to split push, clear waves or duel.

Prioritize Rampage if you have an ally in the lane. If solo in lane, go for Shattered Earth for better trading power. Goes without saying when ultimate is available, take it.


kahlii

A good wave clear, good movement speed and long-range ultimate, are the main advantages of this hero…


A good wave clear, good movement speed and long-range ultimate, are the main advantages of this hero. Kahlii suffers from somewhat weird design. Her ultimate is her strongest asset and yet, more often than not, at least half of it will go to waste, since almost every player is smart enough to get out of the AoE. On the other hand, she has a very strong normal attack, but Khalii is so squishy and can’t really afford to get too close in team fights.


counters


Kahlii counters some Marksman, e.g Yorn, Tel’Annas, Valhein, etc. some Mages, e.g Lauriel, Ishar, Krixi, etc.

Kahlii is countered by some Marksman, e.g Violet, Capheny, Slimz, etc. some Assassins, e.g Enzo, Quillen, Wukong, etc. some Mages, e.g Dirak, Jinnar, and Paine.

Kahlii synergizes well with Alice, Zip, Maloch, Ata, TeeMee, etc.


Arcanas And Enchantments


Some good Arcana choices for Kahlii would be:

  • Benevolence
  • Flurry
  • Violate

These Arcana give us Movement Speed, HP Regen, HP, Ability Power, Attack Speed, and Magic Pierce.

Movement Speed synergizes well with our S2 bonus Movement Speed and our Ult since we’ll be able to aim easier by moving faster. It also allows us to roam, gank, chase, and escape from enemies faster as well.

HP Regen helps us restore our HP faster without needing to recall to the base, giving us less downtime and more action since we can fight more.

HP increases our survivability, which helps a lot since our mobility in combat is very low.

Ability Power increases the damage of all of our S1, Ult, and even our auto-attacks, since they deal bonus damage based on our Ability Power.

Attack Speed usually isn’t beneficial for most Mages but it helps Kahlii a lot, especially since her auto attacks have a piercing effect, allowing her to clear lanes even faster and do more AoE damage in team fights.

Magic Pierce allows us to partially bypass the enemy’s Magic Defense, which makes us deal even more damage to all enemies, especially carries, which are our priority targets.

A fantastic Enchantment setup for Kahlii would be:

  • (Yellow) Sacred Bead — Blessing — Holy Thunder
  • (Blue) Enhanced Restore
  • (Red) Raging Inferno

Sacred Bead increases our cooldown reduction for our Ult and since it’s our main source of damage, we want this available as much as possible, making this Enchantment a perfect choice for Kahlii.

Blessing increases our Ability Power, based off of how much Ability Power we have. Since this is our main stat and our S2 also increases our Ability Power, we will have a large amount, making this Enchantment even more useful.

Holy Thunder deals bonus damage whenever we hit an enemy hero with an auto-attack or ability. This increases our burst and poke damage even more.

Enhanced Restore rejuvenates some of our HP and Mana instantly, allowing us to sustain the laning phase a lot easier and can even save our lives in the middle of a fight.

Raging Inferno deals bonus damage to enemy heroes who we hit with auto-attacks or abilities.

It’s also great at finishing off low HP targets.


Item Build


A wonderful item selection for Kahlii would be:

  • Gilded Greaves
  • Boomstick
  • Evil Secrets
  • Hecate’s Diadem
  • Rhea’s Blessing
  • Arctic Orb

Gameplay Tips


In the Early Game, we want to start off with our S1 so we can clear the lane quickly. Positioning ourselves where the minions are in front of us in a linear pattern will allow us to hit them all with each auto-attack. This combined with our S1 makes us one of the best wave clearing Mages in the game.

Our S2 helps us roam and makes us deal even more damage but we need our Ult to have lethal damage for the most part. When roaming, we want to focus more on harassing the enemy jungler revealing their starting position, rather than ganking unless the enemy side laners are being extremely aggressive or our side lane allies have hard CC.

Once we get our Ult, our ganking and sieging capabilities skyrocket since we can deal a lot of damage to enemy heroes without fear of retaliation when positioned properly.

In the Mid Game, both teams will be grouped as 3-5 players fighting for towers and neutral objectives. We will be very strong at this point and can continuously whittle down the enemy’s HP with our Ults as our team prepares to siege towers or take neutral objectives.

By poking the enemy a lot, it makes it much harder for them to contest our team or if they do, they will have much fewer chances of winning the fight. It also makes it much easier for our team to dive or engage when we have the HP advantage.

In the Late Game, Kahlii falls off a bit and enemy Tanks will be able to absorb most of her Ult damage without too much of an issue. Both teams will be grouped as 4-5 players fighting for neutral objectives and towers.

Our Ult damage is still deadly if it hits enemies with low defenses but we can also die very easily since we have low in combat mobility. However, we will still be great at clearing waves or harassing enemies with our poke and defending towers.

Our Ult actually has a very unique interaction with Arctic Orb, where if we use our Ult, then use Arctic Orb’s effect, our Ult will continue to be used even though we’re invincible. This can be very clutch in some situations. Due to our poor mobility, if we get dove on, we will most likely die, making positioning one of the most important factors of playing Kahlii, especially at this stage of the game.


PROS

  • Great wave clear. Between Eternal Blame and normal attacks piercing the target, minion waves last no more than a few seconds.
  • Fast movement. The last rank of Incorporeal when combined with Frosty’s Revenge and Zweihander can enable you to play Kahlii without boots. Buying boots will help you zip around the map and help other lanes.
  • Safety is in the distance when team fighting. Using Eternal Blame for slowing/zoning effect on the enemy and channeling Grievance on the enemy team, this is the majority of your task in team fights and it can be done from a great range. However, you can disregard safety and move in closer to add more damage in the form of normal attacks.
  • Good AoE Damage
  • Semi global range with Ult

CONS


  • Dueling power is low. Kahlii’s role is to clear the wave and deal damage in team fight from a distance, but when in a 1v1 situation Kahlii toolkit is limited.
  • Landing a good ultimate. This can be challenging when facing enemy teams with high mobility and even the regular teams if you or your opponent are not in a good position.
  • Unreliable toolkit. Ultimate is hard to land, Eternal Blame is placed on the ground with a small amount of slow and easily avoidable, and Incorporeal providing bonuses and defense only in small amounts. This leaves only normal attacks as a reliable source of damage and to land them you need to get close to the fight and disregard safety.
  • Can’t do much against an enemy who is close to you
  • Ult can be blocked by Tanks

Additional Thoughts


Kahlii’s laning is somewhat different than that of other mages. If the main strength and main weakness are taken into consideration (strong wave clear, good movement and weak dueling power) this leaves one obvious laning pattern. Start level 1 with Soul Summoning, and combine it with piercing normal attacks to hit minions in a line. At this point, you are level 2 and the first minion wave is dead. Roam to the other lanes and assist them in overpowering the opposition, but don’t overstay your welcome, make sure you fall back before the next minion wave crashes on the tower in mid lane. Rarely any of AoV heroes have the range of Kahlii’s ultimate, therefore use it to harass from afar. Show them they’re not completely safe behind the tower.

Note: if ultimate is down, be sure to use normal attacks as they deal a substantial amount of damage and make sure to have Incorporeal up.

Frosty’s Revenge is your first item for several reasons. First of all, it increases your already high movement speed and therefore roaming potential. Slowing effects combined with Soul Summoning provide for a good zoning tool. If you manage to hit the enemy with the first few spirits of your ultimate, it will be much easier to land the rest of them. In team fights, it comes down to the same principles as in the laning phase, except it is more dangerous. Land ultimate from afar, place Soul Summoning to slow opponents down and keep normal attacks going while maintaining shield from Spiritual Blessing.


maloch

A tanky bruiser, very durable with larger attack range compared to the other melee characters…


A tanky bruiser, very durable with larger attack range compared to the other melee characters. While his team is preparing for a fight, Maloch can stay in vicinity and farm jungle or some other objectives while, at the same time, keeping an eye on the front line and engaging the enemy, if the need arises. Well equipped to deal with most situations, Maloch is not difficult to play nor to dependant on others, making him a strong pick against almost every composition.


Arcanas And Enchantments

The ideal Arcana you can use for Maloch would be:

  • Indomitable
  • Guerrilla
  • Skewer

These Arcana will give us Armor, Attack Speed, HP, Movement Speed, Attack Damage, and Armor Pierce.

The Armor will decrease the physical damage we receive, making us able to withstand more attacks and live longer in team fights. Since most team compositions consist of 2-3 heroes who rely on Physical Damage, Armor is extremely beneficial for Maloch.

The Attack Speed will increase our auto-attack damage output overall and it synergizes nicely with the bonus true damage on auto attacks from our Passive Ability.

The HP will increase our durability against all damage sources, even true damage and it works well with our armor and magic defense from our items.

The Movement Speed will let us roam more efficiently, stick to enemies quicker, or even run away faster.

The Attack Damage will increase the damage of our S1, auto attacks, Ult, and even make our shield bigger from our S2.

The Armor Pierce will also increase the damage of our auto attacks, S1 and Ult, and helps with our burst damage since we partially ignore the enemy defenses, making us even stronger against fragile enemies.

The ideal Enchantments for Maloch would be:

  • (Red) Devourer – Deadly Claw – Desperate Duel
  • (Blue) Enhanced Restore – Gunslinger

Devourer restores our HP and Mana whenever we score a kill or assist, which increases our survivability even more in team fights. Maloch doesn’t use Mana but restoring HP is enough to make this a great talent.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage makes all of our skills more powerful and makes us a bigger threat towards our enemies. The Ability Power doesn’t help Maloch but it’s still worth taking for the AD.

Desperate Duel gives us stacks every time we land an auto-attack or ability on an enemy hero. Once we reach 10 stacks, we gain Armor Pierce, Magic Pierce, and restore a portion of our missing HP> This, combined with our True Damage allows us to do significant amounts of damage to fragile enemies and even tankier ones. Also, restoring HP allows us to endure even more damage.

Enhanced Restore instantly restores a portion of our HP and Mana. Maloch doesn’t use Mana but the restoration of our HP makes the laning phase even easier to survive with the extra healing.

Gunslinger increases our Attack Damage by 10 for each stack we get, up to a maximum of 6 stacks for 60 Attack Damage. We start off with 1 stack and gain a stack for each unique hero kill.


Item Build


The ideal item build for Maloch would be:

  • Gilded Greaves
  • Fenrir’s Tooth
  • The Aegis
  • Gaia’s Standard
  • Shield of the Lost
  • Mail of Pain

Once you’ve completed this build, you can finish your Cleaving Claymore into a Fenrir’s Tooth.


Gameplay Tips


(Description of what to do in the early, mid, and late game while giving specialized tips or tricks with skills or hero)

In the Early Game, we want to clear our lane as soon as possible and roam to gank our Mid Lane or scout the enemy jungle to figure out where the enemy Jungler started, which will help our team depict which lane will most likely be ganked first. Maloch is also very good at clearing minion waves quickly with his S1, making the laning phase that much easier. However, his ganks aren’t really that effective until he gets access to his Ult.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of towers, Abyssal Dragon, and Dark Slayer. Maloch is very powerful at this point in the game and he can engage very well with his Ult. Since all of his skills do AoE damage, he can do large amounts of damage in team fights and even absorb a lot of damage for his allies as well.

In the Late Game, both teams will be grouped as 4-5 players and fighting for Enraged Abyssal Dragon, Dark Slayer, and towers. Maloch is still very strong at this stage of the game due to how much damage he can deal while still being very tanky. However, he doesn’t have much hard CC, making it harder to stick on enemies. Maloch can be kited rather easily by a target he didn’t hit with his Ult if they have mobility. If finding a good engage proves difficult, you can focus on protecting your ally carries instead.


PROS


  • Good initiator. Maloch can initiate fights easily with Shock. Use it to slow the enemies and knock them. Make sure that your allies are following, or you will die easily and often.
  • Excellent AoE damage. All of Maloch abilities are AOE, and he can deal solid damage even with his basic attacks after the Cleave hits an enemy. The more, the merrier is his proverb.
  • No mana. Maloch’s abilities cost no mana, and that means one less thing to worry about during the game.

CONS


  • No escape. The only escape tool Maloch has is the Shock, and it has a long cooldown time, so if you waste it you won’t be able to initiate again for quite a while.
  • Unreliable ultimate. Shock, his ultimate can be interrupted and most foes know this. Besides, the ultimate has almost 2 seconds delay after it is cast, so enemies have more than enough time to leave the area.

Additional Thoughts


Since Maloch have a better range than all of the melee heroes, you want to harass them and push them out of the lane. Use Cleave to initiate, and if he stays for the fight use Souleater, don’t waste it otherwise. Trade a few blows, and you’ll end up with the same health you started with, while they should be down by a chunk. Rinse and repeat until you push them out or kill them. However, if you end up against the ranged hero he will be a huge nuisance. Try to switch lanes if this occurs, or at least wait for minions to come near your tower, clear it and in downtime take some of the jungle monsters.

Maloch’s main role is to initiate team fights, but make sure the team is on the same page with you. Preferably hide in the bushes and cast it from there, because it is easily interrupted. After the initiation, use Cleave and Souleater right after. Try to stand in the biggest crowd while doing this. Then pummel as many foes as you can with your basic attacks for better healing and, of course, to maximize your damage output. Since there is no way you can run from the fight, stay and pray.


marja

She is a solo lane bruiser, able to dish out some decent damage while simultaneously regenerating her own health through life steal…


Marja is a Mage / Tank that excels at sustaining damage with life steal and dishing out AoE damage. She can be played in the Mid Lane.

She is a solo lane bruiser, able to dish out some decent damage while simultaneously regenerating her own health through life steal. Although she’s lacking in the control department, Marja has off-the-charts sustain damage. The ability to become temporary untargetable while also gaining speed boost makes her great at chasing down enemies, as well as disengaging from unfavorable fights.


Arcanas And Enchantments


The ideal Arcana for Marja would be:

  • Flurry
  • Violate
  • Benevolence

Flurry gives us Magic Pierce and Attack Speed. The Magic Pierce makes all of our abilities more damaging, especially against those with low Magic Defense. The Attack Speed increases our damage with auto-attacks.

Violate gives us Ability Power and Magic Pierce. Ability Power enhances the damage all of our skills do since they all do magic damage. The Magic Pierce adds to our damage as well, making it easier to deal with tankier enemies, as well as fragile ones.

Benevolence increases our HP, HP Regen, and Movement Speed. The bonus HP makes us harder to kill and synergizes nicely with our Ulti, since it heals based off of missing HP. HP Regen restores our HP faster, which is always a bonus. The Movement Speed allows us to roam faster, kite easier, pursue enemies easier, and synergizes nicely with our Ult and Passive Ability since it will add to the Movement Speed bonus, making us even faster.

The ideal Enchantment build for Marja would be:

  • (Red) Raging Inferno – Deadly Claw – Devil’s Awakening
  • (Blue) Mark of Frost
  • (Yellow) Sacred Bead

Raging Inferno does bonus damage to enemies we hit with abilities or auto attacks, based on our Ability Power and all of our items give us more Ability Power so this will make us burn the enemy for a significant amount throughout the game.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage will make our auto attacks do more damage but we’re really focusing on the bonus Ability Power here to ramp up the damage of our skills even more.

Devil’s Awakening reduces the Cooldown of your S1 and S2 when you activate your Ult, which significantly increases her damage since by the time her Ult is finished and she’s vulnerable to attacks again, she will already have access to her S1 and S2 again to continue fighting or to help her escape.

Mark of Frost gives us access to the active effect of the Arctic Orb item, once a game. This puts us in an invincible, frozen-like state for a couple of seconds where we cannot move or use abilities. Once it’s finished, we will get a shield for a few seconds as well. This Enchantment can be game-changing by nullifying the majority of the enemies’ damage when used properly and works extremely well with the invincibility she receives from her Ult.

Sacred Bead increases our Cooldown Reduction for our Ult. Marja’s Ult is extremely important to her and opens up many windows of opportunities, along with a ton of damage. Since this Enchantment allows us to get our Ult back faster, we definitely want this.


Item Build


A nice build for Marja would be:

  • Gilded Greaves
  • Evil Secrets
  • Berith’s Agony
  • Rhea’s Blessing
  • Hecate’s Diadem
  • Arctic Orb

In the Late Game, we can replace Evil Secrets with Staff of Nuul, if the enemy has built a lot of Magic Defense.

If the enemy has a hero that regens health too much, e.g Peura, Taara, etc. you can pick up the Tome of Reaper instead of Evil Secrets to cut their healing down significantly.


Gameplay Tips


In the Early Game, you want to clear your lane as fast as possible so you can get the tempo advantage over the enemy mid, allowing you to roam first. If there’s a good gank target in the side lane, you can gank and try to help your ally secure a kill. If not, you can invade the enemy Jungle to try to find their starting point, or potentially steal a camp away, setting the enemy Jungler behind by a lot. Knowing where the enemy Jungler started, allows your team to get a heads up on who will probably be ganked first and when they will be ganked. We have to be a bit cautious with our roams until we’re level 4 since we’re not that strong without having access to our Ult.

In the Mid Game, both teams will be grouped as 3-5 players fighting for control of Abyssal Dragon, Dark Slayer, or towers. Since all of our abilities have AoE effects, we will be capable of doing a vast amount of damage. Our Ult is not only good defensively but it can also be used as a finisher and even an engage tool.

 In the Late Game, both teams will usually be grouped as 4-5 players and contest each other for towers, Enraged Abyssal Dragon, or Dark Slayer. We will still be very strong and hard to kill at this stage of the game. We will continue doing great amounts of damage, due to everyone being grouped together. However, at this stage of the game, it’s best to land your Ult onto the most fragile enemies especially Marksman because killing them, will put your team in the driver’s seat to victory.


PROS


  • Sustain. Of all Arena of Valor heroes, Marja has the highest sustain. Without any items, she can reach insane magic and normal attack life steal. You can take most trades in lane and not be afraid as you can heal rather easily, while your opponents will have to recall back and heal at the fountain.
  • Unique ultimate. Marja ultimate is like a better version of Arctic Orb, for 2 seconds you are invulnerable and you can cast abilities, talents, items. It even removes any movement impairing effect you had on yourself and clear the tower’s agro. Overall a really great ability.
  • No mana & Good AOE. You don’t have to worry about that annoying blue bar above your hero, you almost don’t have to worry about the green one too ( you basically don’t need fountain unless you die ). . You have great wave clear and your damage skyrockets when you fight in clustered spots, low cooldown’s and good AOE is Marja’s way of handling things so try to abuse that to its limits.

CONS


  • Bad scaling. When compared to other mages Marja doesn’t get that much from stacking AP, you will have to find another way to scale up and advance through the game as you will always lack a bit in the damage department.
  • Lack of good CC. You might have a whole bunch of slows but you lack a solid stun ability, you will find that really lacking when chasing down a bit more mobile heroes and in laning phase.
  • Countered by one item. if enemies build Tome of the Reaper or Curse of Death, the biggest part of your hero (Sustain) falls down by 50% and it’s never fun when that happens to you.
  • Mobility is tied to HP, due to Passive Ability
  • Very weak levels 1-3
  • Ult is our only form of escape but if not used offensively, we don’t have enough damage to kill anyone

Additional Thoughts


Play Marja as DS laner. You could manage somehow on Mid lane, but there are much better options for it. With Marja your playstyle is really simple, you will want to bully out and out-sustain your opponent. You probably won’t be able to make some good plays or get a 1v1 kill, but you should be able to make them go to base a few times while you take objectives or gank mid-lane. Try to hit them with Dark Pulse and when they are slowed get in range for Soul Devourer, and keep repeating that until you make them recall. If your opponent rotates, follow up. If you are full HP and enemy is low at the tower, don’t be afraid to dive if the ultimate is ready, it will reset its agro.

Here comes the hard part, you want to stay on the outskirts of combat and cast Dark Pulse until you see a chance to get yourself in between enemy backline and frontline. Once you see that chance get in and use Soul Devourer into Ghostwalk and chase enemy backline. If you attract the attention it’s good, if not it’s also good. You will have time to use Soul Devourer into Dark Pulse again, you should score a kill that way and from that point on its just about survival, and then your great sustain comes into play.


max

Great bruiser and a 1v1 laner with an ultimate that lets him target enemy heroes anywhere on the map and fly to them…


Great bruiser and a 1v1 laner with an ultimate that lets him target enemy heroes anywhere on the map and fly to them. It all adds up to the role of great Dark Slayer laner. You can push towers, be a nuisance, and at the same time, quickly join team fights when necessary. Max’s effectiveness depends on good map awareness and the team’s ability to exploit global pressure.


Counters


Max counters most Marksman, e.g Brunhilda, Tel’Annas, Slimz, etc. most Mages, e.g Krixi, Natalya, Ishar, etc.

Max is countered by some Warriors, e.g Florentino, Allain, Lubu, etc and. some Supports, Annette, Zip, TeeMee.

Max synergizes well with Illumia, Maloch, Alice, TeeMee, and Enzo.


Arcanas and Enchantments


Powerful Arcana for Max would be:

  • Indomitable
  • Guerrilla
  • Skewer

These Arcana give us HP, Armor, Attack Speed, Movement Speed, Attack Damage, and Armor Pierce. HP helps our survivability and synergizes nicely with our build since we build a lot of defensive items. The Armor reduces the Physical Damage we receive so we can absorb more attacks for our teammates. Attack Speed increases the damage output of our auto attacks since we attack faster. The 10% Movement Speed helps us when it comes to roaming, chasing, or escaping enemies. Attack Damage increases the damage we deal with our S1, Ult, and auto-attacks. The Armor Pierce allows us to partially ignore the enemy’s defense to deal more damage and works exceptionally well against priority targets with low armor.

Useful Enchantments for Max would be:

  • (Red) Devourer – Bone Cutter – Desperate Duel
  • (Blue) Enhanced Restore – Gunslinger

Devourer restores some of our HP and Mana whenever we score a kill or an assist, which increases our survivability, especially in team fights. Bone Cutter increases our Resistance, lowering how long CC effects us.

Desperate Duel provides us with stacks whenever we land an auto-attack or ability on an enemy hero, with a max of 10 stacks. Each stack increases our Movement Speed and once we reach 10 stacks, we gain Armor Pierce and restore some of our missing HP.

Enhanced Restore immediately regenerates some of our HP and Mana. This helps us a lot in the Early Game with our survivability and Mana management.

Gunslinger increases our Attack Damage by 10 for each stack we have. We earn stacks for each unique hero kill we earn for a total of 6 stacks, for 60 bonus Attack Damage.


Item Build


An ideal build for Max would be:

  • Gilded Greaves
  • Mantle of Ra
  • Frost Cape
  • Gaia’s Standard
  • Fenrir’s Tooth
  • Blade of Eternity

If Blade of Eternity is on cooldown or has run out of uses, we can exchange it for Death Sickle.


Gameplay Tips


In the the Early Game, we want to clear our lane as quickly as we can so we can roam and gank the Mid Lane or provide vision of the enemy jungle. Ganking for our Mid Lane can help our team earn more gold or simply give our Mid more freedom to roam and help our other allies. Getting vision in the enemy jungle helps our team prepare for enemy jungle ganks or we can even set up a counter gank or counter invade. Once we reach level 4, with our Ult we can actually join in for the Abyssal Dragon fights or even help dive the Abyssal Dragon Lane, creating number advantages that the enemy Slayer Lane won’t be able to match. Even just revealing all of the enemy whereabouts with Ult can help protect our team from an incoming gank or help us decide what the next best move would be.

In the Mid Game, both teams will be contesting with each other in groups of 3-5 for neutral objectives and towers. We are very strong and use the vision we gain from our Ult to sneak neutral objectives or even find out if the enemy may be attempting to kill them.

During team fights, our ult ensures that we will be able to attack our target or scare them away from the team fight, making them abandon their team to run to safety. We will also be pretty tanky by now, allowing us to absorb a lot of damage for our allies, making winning fights and obtaining objectives that much easier.

In the Late Game, both teams will grouped up as 4-5, battling for towers and neutral objectives. Max falls off a bit here, damage-wise but can still provide great utility with Ult. The vision our Ult provides us can actually be game-changing at this stage and can help our team avoid ambushes and establish vision control near important objectives easier. We will still want to use our Ult on enemy carries but it will become much more dangerous for us now. Timing will be very important to make sure we don’t die too fast and if we don’t have anyone else who can help us dive the backline, we may have to focus more on protecting our ally carries by disrupting enemy Assassins or divers with our S2.


PROS


  • Split Pusher. Max can easily farm away and join the team fight by using Liftoff. Even if you don’t use it, just having Max in your team is enough of a fear factor that your enemies will have to be on guard constantly.
  • Global Information. Liftoff gives unobstructed vision, doesn’t matter where the enemy is located or if they have some kind of ability that grants invisibility, you will still be able to see them.
  • Hard to get rid of. Once Max sticks to someone, the only way to get rid of him is to kill him, but with his skill arsenal that might prove pretty difficult. Once you get a chance, glue yourself to the enemy ADC and bash him until one of you dies.

CONS


  • Early game. You are not really that good at 1v1 and your diving capabilities are low. You need the game to go late for you to reach your full potential.
  • Low damage. Max’s 2nd ability deals no damage, even though his other skills have some good scaling you still need to build at least some damage. And forcing a hero into a talent or an item is never a good thing.
  • Lacking control. There is nothing Max can do if the enemy attacks ally carry, outside of damage which is definitely not burst type.

Additional thoughts


Take Dark Slayer lane since you are dependent on gaining levels and items. You don’t have any burst damage but once you get Heart of Incubus you should try to bully your enemy a little. In lane, Smooth Moves and Bionic Blender can be used for effective escapes If ganked. On your fourth level, you can use Liftoff just to reveal the enemy for your team, it is not necessary for you to join the fight, only using Liftoff is enough to get an assist, using it a few times just to get some easy gold can get you ahead of the enemy laner. Keep in mind that enemy can see the mark on the target you are ramming. When you have Mantle of Ra and Gilded Greaves your game begins.

While you are split pushing, keep an eye on the minimap for potential team fights. Liftoff is one of the best single target engage skills in the game. Your job is quite straightforward, mark a high damage carry in the enemy team and stay on him. You don’t have AOE control skills so you can’t actually help your back line, nor zone the enemy. You are actually a bully swinging your arms around and killing cheerleaders. When you land from Liftoff you activate the magnetic force field (Static Shock applying aura) with 350 unit range. This synergizes insanely well with Spear of Longinus.


moren

A marksman, ideally played in the jungle, relatively decent in all areas…


Moren is a Marksman that excels in the Late Game and can be played in the Abyssal Dragon Lane or the Jungle. He is considered one of the strongest Late Game Marksmen in the game, due to the extra defenses and life steal his Passive Ability and S1 brings him.

Moren has some mobility, some sustain, good control, and above-average toughness when compared to the other marksmen (but it requires Moren to stay in firing range for a long period of time in order to stack-up passive). Moren can be very effective against slow melee characters that are prone to kite, and/or have only one engage tool.


Skills


Passive Ability: Each time Moren successfully auto attacks anything, he gets a stack added to his passive. Once his passive reaches 5 stacks, the cooldown of his S1 is reset and he gains a nice amount of lifesteal that increases with every level he gains.

Skill 1: Moren gets a movement speed boost and his next auto attack will make him shoot twice and also gain a stack of the passive for this ability. The passive on this ability increases his magic and physical defenses for each stack he has, which can stack up to 8 times. Since this skill makes him shoot twice, it counts as 2 stacks for his original Passive Ability, allowing him to reset the cooldown on his S1 even faster and enabling him to kite or chase enemies easier. The longer he stays in combat, the more stacks he will be able to gain and become tankier.

Skill 2: Moren shoots a small blast that does damage, knocks the enemy back slightly and slows them for a few seconds. This skill adds to his survivability, making it even harder for melee enemies to kill him.

Ultimate Ability: Moren throws out an electrical storm that does damage and slows all targets within the circular area. If the enemy is knocked back into this ability, they are stunned. Since your S2 has a knock back effect, they synergize greatly together, allowing you to drop our ulti, then push enemies away from you to take more damage and become stunned.


Arcanas and Enchantments


For Moren, an awesome Arcana build would be Atrocity x10, Guerrilla x10 and Skewer x10.

Atrocity gives you more critical chance, which is great for majority of the Marksman in the game, especially Moren. Your S1 shoots two shots instead of one and you definitely want them both to crit, as well as all of your other auto attacks.

Guerrilla gives you attack speed and movement speed. Attack speed is really good for Moren, not only because it gives you a higher damage output, especially in prolonged battles but it synergizes very well with your original Passive and S1 Passive. Being able to attack more, means more stacks, more life steal and more defense. The extra movement speed also makes the movement speed boost from S1 even higher, making you a force to be reckoned with and even harder to catch.

Skewer gives you attack damage and armor pierce which allows you to do more damage to enemies overall, regardless if they have low or high armor.

The best Enchantment setup for Moren would be Enhanced Restore, Gunslinger, Endless Cycle, Mana Refill, and Blessing.

Enhanced Restore lets you restore a nice amount of HP and Mana. Moren uses a ton of Mana when he’s continuously using his S1 to ramp up his S1 passive stack count.

Gunslinger gives you an initial bonus attack damage to start the game off with, which increases with each unique hero you kill.

Endless Cycle. Sometimes, as a Marksman you can die at the start of a team fight since you are a priority target and easy to kill and this allows you to revive and potentially make it back into the fight before it’s over. You can even use this enchantment offensively by playing extra aggressive and make plays you normally couldn’t do, knowing that you can revive just in time to defend a tower or join a fight for a neutral objective.

Mana Refill allows you to restore mana each time you land an auto attack or ability on an enemy hero, with a short cooldown. Moren naturally uses a lot of Mana, especially to upkeep his S1 passive stacks, so this Enchantment is the perfect fit for him.

Blessing increases your critical chance, which is great for Moren since you want to do as much damage as possible and critical hits helps you do that.


Item Build


For Abyssal Dragon Lane, a nice build would be War Boots, Claves Sancti, Slikk’s Sting/Devil’s Handshake, Bow of Slaughter, Muramasa, Blade of Eternity.

For Jungling, a good build path would be Whispering Wind, Gilded Greaves, Claves Sancti, Rankbreaker, Omni Arms, Blade of Eternity.


Gameplay Tips


In the Early Game, Moren can’t gain his Passive Ability stacks or S1 stacks easily, so he is weaker than most other Marksman. His wave clear is also lackluster at this stage as well. You want to focus on farming minions and surviving so you can enter the mid and late game with a nice amount of gold.

In the Mid Game, both teams are usually grouped as 3-5 players and are sieging/defending towers or preparing to take neutral objectives, like Abyssal Dragon or Dark Slayer. Moren is relatively strong at this point of the game and will only become stronger the longer the games goes on. Also, the lifesteal from his Passive Ability should be pretty high since it increases each time he levels up, making him a lot more durable than most other Marksmen. However, you still have to be careful and mindful of your positioning in team fights.

In the Late Game, both teams are typically together as 4-5 players and are preparing to fight for Enraged Abyssal Dragon, Dark Slayer, Inhibitor Turrets and are ready to end the game. The death timers are so long at this stage where one death could be the end of the game for you or your enemies. This is where Moren shines the most because he can ramp up his Passive Ability, and S1 passive stacks quickly. His lifesteal without items would be 26% by default, which is a very large amount. With a fully stacked S1 passive, his armor and magic defense are boosted significantly. If the enemy team doesn’t have enough burst and CC to take you out immediately, you will heal more than the damage you receive, making you nearly unkillable. That combined with your movement speed boosts from S1, knock back from S2, and slow with a potential stun from the S2 ulti combo, is what makes Moren a Late Game King.


PROS


  • One of the strongest Late Game Marksman in game.
  • Has self-peel, which makes him a bit less reliant on teammates protecting him, unlike most other Marksmen.
  • One vs One. Strong in this department thanks to the combination of Precision, his passive, and Tactical Maneuver. A combination of life steal and armor/magic resistance buffs gives this hero great sustain and dueling power.
  • Kiting potential is strong with this hero. Impact Barrage knockback is relatively easy to land, combined with Magnetic Storm for an additional 1.5-sec stun and 50% slow. That paired with the movement speed increase from Tactical Maneuver makes this dwarf difficult to deal with, especially if you are a melee champ or lacking in the mobility department.
  • Team Fights. Moren being resilient can be a deterring factor, when they (the enemy team) decide who to focus in team fights. However, if you get focused, being prepared to use knockback and Magnetic Storm is mandatory, while also aggressively using Tactical Maneuver and auto-attacking. “Damned if they engage you, damned if they don’t!”- is the goal here.

CONS


  • Being stunned or in other ways, auto-attack disabled, Moren loses even more than other Marksman heroes, as his toughness kicks in only after a few auto attacks. For the same reason, he is vulnerable to burst dmg early in the fight.
  • If you fall behind in gear or levels, it is extremely difficult to have a positive impact on team fights, or in duels for that matter. Aggressive gameplay needed in order to get everything out of Tactical Maneuver and Precision is not an option, as it would put you in a high-risk low-reward situation.
  • Needs a lot of items to be effective, weak early game.
  • Dependent on stacks.
  • Low mobility when enemies are out of range.

Additional thoughts


Focus on Tactical Maneuver as your core ability and level it up first. Impact Barrage is there just for knockback, so feel free to keep it on a low priority in leveling. Magnetic Storm should be taken immediately as it is a great team fighting tool. Magnetic Storm >>> Tactical Maneuver >>> Impact Barrage.

If you can get away with equal exchanges in the lane, take them and then rely on your passive for getting your health back up. Keep in mind Moren wants to have prolonged fights and, if possible, to enter exchanges while having as many Tactical Maneuver stacks up as possible. Getting kills is not a must, because having an opponent return to base is enough and you should be happy with those. If you grabbed the Punish talent, make sure that in the downtime you clear the jungle camps in order to gain additional XP and gold, as well as the option to life steal instead of returning to base and losing valuable time. If you are a jungler, keep in mind you can be an effective ganker even at level 2, coming from behind in a lane and using Impact Barrage to push the target toward your turret or in range of a teammate. Note that Impact Barrage can be used on jungle minions, but don’t let those hit you too much. Use it when your hp goes under 90%.

Avoid engaging champions with a lot of crowd control and damage. Champions like Grakk and Aleister are extremely dangerous for Moren, being able to pull him in tower range or stun and damage him for a prolonged period of time, neutralizing most of his strengths. The same goes for fed champions with a heavy burst toolkit. For others, you should evaluate the situation from one moment to another, and decide accordingly if you will chase for a kill or disengage and fall back. Consider throwing Magnetic Storm behind the enemy and then Impact Barrage him into it, stunning him for 1.5 sec, which should provide you with enough time to change the balance of a fight to your advantage. It serves well if you want to disengage too

Moren is played a little bit more aggressively than other Marksmen due to the range and defensive options in form of a stacking buff for armor and magic resistance maintained by the continual usage of Tactical Maneuver. Ultimate can be used to help contain enemies, and Impact Barrage for saving squishy range champions from persistent melee bruising. Engaging in a pincer movement can enable you to send the unsuspecting enemy into the hands of your warriors and control mages. Although this sounds cool, it is also a very dangerous move, as you can be easily singled out and dealt with.


ormarr

Very good mobility and control, able to dish out lots of AoE as well as single-target damage…


Very good mobility and control, able to dish out lots of AoE as well as single-target damage. Ormarr has high item dependency, especially in the early game. Once team fights are on the way he needs to be equipped and equipped well. Falling behind is not an option for Ormarr, otherwise, in the team fights, he will be easily taken out.


counters


Ormarr is good against some Marksman, e.g Yorn, Brunhilda, Tel’Annas, etc. some Mages, Ishar, Diaochan, Natalya, etc.

Ormarr is countered by Annette, Zip, Dirak, Capheny, Slimz, etc.

Ormarr synergizes well with Joker, Raz, Maloch, Lubu, Paine, etc.


Arcanas and Enchantments


The ideal Arcana setup for Ormarr would be:

  • Valiance
  • Benevolence
  • Indomitable

These Arcana give us HP, Cooldown Reduction, HP Regen, Movement Speed, Armor, and Attack Speed.

The HP increases our durability and synergizes well with the items we build since HP becomes more efficient the more Armor and Magic Defense we have. It also allows us to engage and protect our allies much more safely and easier.

The Cooldown Reduction reduces how long we have to wait to use our skills again and since we rely on our skills to do nearly anything useful, it makes it very helpful.

The HP Regen restores our HP faster so we won’t have to recall as much in order to stay healthy enough to fight.

The Movement Speed increases our ganking, roaming, chasing, and escaping capabilities. It also synergizes well with our Ult so we can have a higher chance of stunning our targets.

The Armor reduces the amount of Physical damage we receive, making us a lot harder to kill and it helps us initiate fights while protecting our allies.

The Attack Speed increases the total damage output of our auto-attacks, while synergizing well with our Passive Ability so we can stun enemies more often.

The ideal Enchantment choices for Ormarr would be:

  • (Green) River Treader — Nature’s Gift — Nature’s Wrath
  • (Red) Devourer — Bone Cutter

River Treader restores our HP and Mana faster and increases our Movement Speed when we’re in the river and as a Support, we’ll be spending most of our time roaming through the river.

Nature’s Gift provides us with stacks with each minion that dies near us. This can stack up to 100 times and gives us 8 HP per stack, for a total of 800 bonus HP.

Nature’s Wrath deals 2% of the enemies Max HP while reducing their Magic Defense when we hit an enemy hero with CC. This works well, especially when we’re roaming with our Mid Laner, making it a lot easier for them to pick up kills and deal even more damage in fights.

Devourer restores 9% of our HP and 15% of our Mana when we score a kill or an assist, which helps us last even longer in team fights, especially when our team is winning.

Bone Cutter increases our Resistance by 10%, which reduces the effect of enemy CC on us, allowing us to shrug off the enemy’s attempts to control us even easier.


Item Build


A great item build for Ormarr would be:

  1. Mother Earth Barrier
  2. GIlded Greaves
  3. The Aegis
  4. Gaia’s Standard
  5. Mail of Pain
  6. Blade of Eternity

If the enemy team has a lot of troublesome CC effects, we can take Mother Earth Cleanse instead to negate their effects.

If the enemy team has enemies that have stealth or invisibility effects, Mother Earth Magic Eye would be more beneficial for us since it can reveal their locations even while they’re hidden as long as we are close enough to them.


Gameplay Tips


In the Early Game, we want to help our Mid Lane clear their lane as quickly as we can so we can roam to side lanes with them to gank for our allies. If a gank attempt doesn’t seem possible, we can scout the enemy’s jungle to figure out which side they started on or possibly even steal a buff or camp from them.

Once our team knows what side the enemy jungler started on, we know where they will end, allowing us to foresee their gank path they are most likely going to take. We can even set up an ambush on them on the other side of their jungle with our teammates so we can invade the enemy jungle, taking everything for ourselves.

Using our S1 to get closer so we can CC the enemy with our S1 and following it up with our Ult, once we unlock it to plan for when we gank.

 In the Mid Game, both teams will be grouped as 3-5 players contesting for neutral objectives and towers. We will be pretty tanky by now and able to initiate fights comfortably while doing a good amount of damage for someone who’s so tanky.

We can actually threaten most of Marksman’s lives with our base damage alone. We won’t have enough to kill them but it will definitely be enough to zone them out of the fight. If an Assassin or diver tries to get on our backline, we can just dash to our ally and protect them with our CC. Doing all of these things for our team will make closing the game out that much easier for us.

In the Late Game, both teams will usually be grouped as 4-5 players fighting for control of neutral objectives and towers. Protection of our allies becomes more important at this stage of the game since we will be relying heavily on our Marksman or Mage as our main source of damage in team fights.

Engaging onto the enemy, without having everyone accounted for makes it easier for our carries to get assassinated, so we will focus more on disengaging and protecting, while only engaging if it is a definite win for us. With us sticking near our carries, and everyone being grouped up, it makes our job a lot easier. Timing on our Mother Earth active items will also become even more important when knowing one death could make us lose the game.


PROS


  • Ganks are simple and effective. Ormarr’s mobility, very good control and decent damage are a good fit for almost every combo.
  • Thrives in team fights with at least 3 clumped up the opponent. Both Ultimate and fully stacked Swagger relish on the opportunity to hit multiple targets.
  • Good team fighter. Ormarr’s task in team fights is to choose, control and deal damage to the target for execution and his toolkit is perfect to do just that.
  • Great CC
  • Good Mobility
  • High damage for a Tank / Support

CONS


  • Falling behind early means his effectiveness in team fights will be very limited.
  • Not enough defensive tools. Considering Ormarr has to dive in and use his offensive toolkit, his item build needs to cover the weakness in the defense department so he cannot afford to enhance his strong side.
  • Difficult to land Swagger against careful range opponent without the use of Unstoppable.
  • Linear play style
  • Hard to stun on mobile targets
  • Can be kited easily

Additional thoughts


Early on Ormarr is all about breakpoints and timing fights around them. While waiting for the first breakpoint, level 2, build up Swagger stacks to the red phase. Once you reach 2nd level engage the enemy with Unstoppable, Normal attack, then Swagger for stun and again Normal attack. After this, you should fall back and again start building Swagger stacks up. This is the time to plan ahead, look for the lane you are going to gank and take the defensive item for that lane. Even tier 1 armor/magic resistance is important for Ormarr, sticking power depends on the ability to tank enemy harassment as much as possible. From this point onward Ormarr’s role is to roam, gank and assist all lanes.

If playing jungle, the difference is you build Leviathan first and pay special attention to the amount of Mana you have and visit Sage Golem accordingly as you spend a lot on a jungle clear. Start jungle from Might Golem, go for ganks in the mid lane or at least harass and move on to take Sage Golem. From this point onward visit lanes as often as possible, abuse how good Ormarr is in skirmishes/ganks.

In team fights, Ormarr’s role is to enable lockdown on the primary target and take the pressure off from ally main damage dealers. You do that not by starting fights but by following up on your main tank initiation, pick a target in the range of your team carries and make sure to stick to it by first knocking it up with Unstoppable then following up with Swagger and while those are on cooldown use Walking Tall. Do not underestimate and/or ignore the power of your normal attacks, those can proc Gut Punch and its damage and control strength can make a difference in executing the enemy. Maybe not so much for damage, but when you provide 1 second of free damage on a target for your marksman or mage… games have been won/lost on less than that. Also, pay attention to the current state of your health compared to enemies. If lower than 50-60% have Unstoppable ready to disengage. It is better if you can escape, at the same time knock up the enemy and wait for its cooldown so you can re-engage. This is the second part of the team fights for Ormarr… constant engaging, stun/slow, disengage and re-engage. You need to make those moments count, so do not engage if it won’t buy time for your team to do their job.


riktor

Depending on the type of ground he is standing on, Riktor’s skillset changes…


Depending on the type of ground he is standing on, Riktor’s skillset changes. The ability to gain additional movement speed, knock-up or damage reduction, adds a lot of versatility and opens up several different tactics when playing this assassin. Combine that with on-demand immunity and true damage from the ultimate and you have all the necessary to deal with most situations. Riktor requires a certain level of skill and game knowledge to be played effectively, but he’s an interesting hero to play once you get the hang of it. So, yes Riktor requires good decision making but he can also fit in many different team compositions. He can be played in the Dark Slayer Lane.


Arcanas And Enchantments


The ideal Arcana for Riktor would be:

  • Indomitable
  • Skewer
  • Assassinate

Indomitable increases our Armor, HP, and Attack Speed. The Armor reduces the damage we take from physical attacks and allows us to become even more durable. The HP will make us tankier against all damage types, and able to deal with True Damage easier. The Attack Speed will increase our damage output from auto-attacks.

Skewer Increases our Attack Damage and Armor Pierce. The Attack Damage will make all of our abilities do more damage, which is great for killing priority targets with Riktor. The Armor Pierce helps us penetrate the enemy’s armor, increasing our damage output even further since all of our skills do physical damage.

Assassinate increases our Movement Speed and Attack Damage. The Movement Speed synergizes nicely with our Movement Speed buffs from terrain changes and helps us roam faster, stick to enemies easier, or even escape with a higher chance of surviving. The Attack Damage increases our overall damage output, making us a bigger threat, especially to fragile enemies.

 A great Enchantment build would be:

  • (Red) Raging Inferno – Deadly Claw – Desperate Duel
  • (Blue) Enhanced Restore – Gunslinger

Raging Inferno burns the enemy for bonus damage based on our AD. We don’t build much AD but the extra damage helps us kill priority targets easier.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage will increase the damage of all of our abilities. The Ability Power offers us anything but it’s still worth it due to the bonus AD.

Desperate Duel gives us two stacks for each auto-attack or ability we land. Each stack increases our Movement Speed and we can obtain up to 10 stacks. Once we reach 10 stacks, we recover 15% of our missing HP and gain 15% armor and magic pierce. Since Riktor uses a lot of abilities in quick succession, he can reach 10 stacks rather quickly, which will make himself even stronger.

Enhanced Restore is a stronger version of Restore, which will instantly restore some of our HP and Mana. Riktor doesn’t use Mana but since he is the strongest during the Early Game and this skill is very strong in the Early Game, the two complement each other, making this a great talent for him to use while he creates a positive influence in fights for his team.

Gunslinger increases our Attack Damage by 10 for each stack we get. The stacks are obtained by killing unique enemy heroes and since we start off with 1 stack, we can kill up to 5 different unique heroes, for a total of 6 stacks, which would give us a grand total of 60 Attack Damage. This is great for Riktor since it will make him do even more damage.


Item Build


A great Item build for Riktor would be:

  • Rankbreaker
  • Gilded Greaves
  • Mantle of Ra
  • Frost Cape
  • Medallion of Troy
  • Blade of Eternity

If the game drags on long enough, you can exchange your Rankbreaker for a Muramasa since it will make you do more damage since enemies will have more Armor.

If your Blade of Eternity runs out of uses or is on cooldown you can exchange it for a Death Sickle.


Gameplay Tips


In the Early Game, you want to hover in the Mid Lane bushes to see if you can get a level 1 gank since we have the strongest level 1 gank in the game. A gank this early can surprise a lot of people and also can even score your first blood before you even reach your own lane. If a gank opportunity doesn’t present itself, we can go back to our lane and begin clearing our waves as fast as possible so we can roam to gank Mid. If we want to fight our lane opponent, we can abuse the bushes on the side of the lane to do extra damage with our S1 then using our S2 as we run away so they can’t trade damage back with us. This is where Riktor is his strongest and you want to have some sort of positive influence before the Mid Game comes around.

In the Mid Game, both teams will be grouped as 3-5 and fighting for control of towers, Abyssal Dragon, and Dark Slayer. All of our abilities do AoE damage, which makes us suitable for team fights. However, we won’t be as deadly as we were in the earlier stages. It becomes a lot harder to use bushes to your advantage and to focus priority targets, especially with everyone being grouped up. However, we will still be tanky enough to engage, disrupt the enemy team, absorb damage with S2 and our tankiness, and escape safely.

In the Late Game, both teams will be grouped as 4-5 fighting for control of Dark Slayer, Enraged Abyssal Dragon, and towers. Riktor’s damage becomes a lot less threatening for enemy carries without having a bush but his tankiness will allow him to continue to comfortably engage, silence enemies, absorb damage, and get out. If it’s too difficult to reach enemy carries, you can focus more on protecting your own carries since you have CC and you’re tanky as well. A well-timed S2 can be game-changing if you block multiple enemy Ults, letting your team move in to win the fight with ease.


PROS


  • Great dueling powerhouse. Combination of invincibility, true damage, and versatility of Riktor’s passive, these are enough to make this champion top pick for dueling.
  • Immunity on demand. There is no shortage of situations where being able to clear debuffs and gain invincibility for 0.75 seconds is a great asset.
  • High ceiling. Good Retaliate timing and position management to take advantage of buffs from passive can take Riktor to incredible highs, able to deal with almost any champion or situation.
  • Great Mobility
  • Very Strong Early Game
  • Good CC

CONS


  • High skill cap. In order to properly execute everything needed to master this champion will require a lot from the player. From great reaction time to an insane amount of planning and godlike awareness, you need everything if Riktor is the champion of choice.
  • Bad skill synergy. For starters, Riktor’s ultimate has great potential with strong AD-build, however, if built AD then he can’t survive long enough for its main damage to activate. And second, Retaliate is core ability, has a long cooldown and two charges. All of this is increasing the value of Cooldown Speed stat however, Jungle Strike, if used properly, will have almost no value from that stat.
  • Lack of sustain. Not only there is no sustain built-in Riktor’s skillset, but because you can’t build Riktor’s as pure damage you can’t rely on Life steal, but also, because he is not that great as a pure tank then defensive items like Gaia’ and Crimson banner are less effective. Overall, with Riktor player must find a balance but the problem is then he is not capitalizing on any of his strengths.
  • Falls off Late Game
  • Situational hard CC
  • Hard to kill tankier enemies

Additional Thoughts


Engage the enemy at the level one while under the brush-buff, rarely anyone can ignore it. Once you reach LVL 2, wait for Retaliate to stack up 2 charges. Classic skirmish looks like this: get Brush-buff, Jungle Strike the enemy champion and use Retaliate immediately after land a few normal attacks. At this stage, you have one more charge of Retaliate (use it as soon as 3-sec cooldown expires), land one more normal attack and then use Jungle Strike to fall back (unless the enemy gets so low you can execute him safely, in which case you should proceed to do just that). Once the ultimate is available, just use it as soon as you charge in, rest is the same. As for taking jungle monsters, at this stage try to steal the monster enemy is trying to take down, being potent duel champion, the enemy will have to either retreat or gamble on it with you having a good chance to take it from under his nose.

In team fights, Riktors playstyle is almost identical to the laning phase with a few key differences. The damage potential of his ultimate is much higher, however, so is the danger of him being taken out while trying to apply 5 stacks of debuffs onto an enemy team. Important to note, no matter how tanky is Riktor’s build, he will not be a good tank and so it is very important to not engage enemy team before the main ally tank does exactly that. Once the engagement is on the way, follow the same pattern as in laning phase, Jungle Strike > Mark of the Hunter > Retaliate > normal attack > Jungle Strike > Retaliate > Jungle Strike away from the fight. Try to stick to the priority target, do as much damage as possible and immediately fall back.


rourke

If left unchecked Rourke can easily reach the point where he’s able to roam the map and easily dispose of the opposition…


A versatile marksman/bruiser hybrid, best suited for the jungle. If left unchecked Rourke can easily reach the point where he’s able to roam the map and easily dispose of the opposition. His ganks are sudden and deadly to his enemies, while Rourke himself often leaves the scene of battle almost unscathed.

PROS

  • Durable. His ultimate ( Determination ) offers some great defensive stats. A shield that recharges when you damage an enemy and gives crowd control immunity, which makes Rourke a pretty tanky Hero, and if things get too hairy you can still just Bolt out.
  • Versatile. Rourke fits into every role (except support) and that is what makes him great. You can just pick Rourke and fit into any composition.
  • High Burst. Rourke maybe doesn’t attack fast but he does hit hard. Charged Shot followed by a few auto attacks can deal some serious damage, and as a bonus – it is really easy to execute.

CONS

  • Needs to go deep to excel. All of Rourke’s abilities require you to get in your enemies’ faces, so if you make a mistake, enemies can turn on you and burst you quickly.
  • Minions and Heroes block auto attacks. Unlike most marksmen, Rourke is a pretty straightforward kind of hero. When attacking, your shots will hit the first enemy on its path, and as such will require some extra focus on positioning.
  • If your Bolt (2nd Ability) bumps into someone, it’s animation gets stopped.

Laning: As Rourke, you will want to start Sage buff side for extra cooldown reduction or even consider invading since your level 1 is better than most of the junglers. Upon hitting level 2 your ganking potential increases somewhat, but you shouldn’t bother too much unless you have a really good opportunity. Most of the time focus on your farm, getting your levels, staying ahead of the enemy jungler. After hitting level 4 and getting your ultimate you should switch your focus to ganking and getting objectives, with Determination up you are a force to be reckoned with. Start with your Ultimate then use Charged Shot and Bolt in for the stun, if you execute your combo correctly you should be able to kill pretty much anything, and with a skill set such as this you should also be able to walk out unharmed.

Team fights: Team fighting for Rourke is the most difficult part of his gameplay. You are a Warrior but you can’t really tank, you are a Marksman but not really an ADC, so you should focus mostly on flanking and splitting the enemy up. You should come from the side and split the enemy team, use your ultimate and start rushing into enemy heroes – be it mage, support or ADC you are bound to kill one of them just choose a target and stick to it, and if your team does their part of the play you will probably stay alive. When Determination is over you are at your weakest, so enemies will look to turn on you, at that moment try to Bolt out of the sandwich you are in so you can re-engage when the time is right.


ryoma

One of the best warriors in the game…


One of the best warriors in the game. Ryoma has a very long range for a melee champion, and his high burst damage, that also provides a life steal, is the main reason why this hero is a popular choice in all leagues. Besides that, Ryoma also has some, limited, control ability, and that can always come in handy.


counters


Ryoma counters Brunhilda, Ishar, Yorn, etc…

He is countered by Florentino, Joker, Paine, Zip, Annette, etc…

Ryoma synergizes well with Krizzix, Zip, Ignis, Murad, etc…


Arcanas and Enchantments


An efficient set of Arcana to choose for Ryoma would be:

  • Indomitable
  • Skewer
  • Guerrilla

These Arcana give us Armor, HP, Attack Speed, Attack Damage, Armor Pierce, and Movement Speed.

Armor reduces the Physical Damage we receive from enemy heroes, monsters, and minions, which helps us greatly throughout all stages of the game. Most compositions are filled with mostly AD damage dealers, making it even more effective.

HP increases our durability and makes our Armor and Magic Defense much more effective since they synergize with HP nicely. As Ryoma, we build as a Bruiser / Off-Tank, making this a more valuable stat for us.

Attack Speed increases the damage output of our auto attacks since we can attack faster.

Attack Damage increases the damage of all of our skills and auto attacks, and is our main stat we will focus on increasing as much as possible.

Armor Pierce allows us to partially ignore the enemy’s Armor to deal increased damage to enemy heroes with our attacks since we deal Physical Damage. This helps out significantly with our burst damage against enemy carries since they have low Armor, making the penetration more effective as a flat value.

Movement Speed lets us walk faster so we can gank for allies more efficiently, chase down isolated targets or fleeing enemies faster or even roam the map swifter than normal.

The Enchantments that we want to pick up for Ryoma are:

  • (Red) Raging Inferno — Deadly Claw — Desperate Duel
  • (Blue) Enhanced Restore — Gunslinger

Raging Inferno deals bonus damage to enemy heroes we hit with auto-attacks or abilities. This is great to burst down enemies or finish off targets with low HP.

Deadly Claw increases our Atack Damage, which increases the damage of our auto attacks and all of our abilities.

Desperate Duel gives us stacks whenever we hit enemies with auto-attacks or abilities. Each stack we have gives us additional Movement Speed and once we reach 10 stacks, we recover a good portion of our HP and gain Armor Pierce. This works extremely well when it comes ot dueling and allows us to deal with Tankier foes easier. It also helps when dealing with carries though we can do that just fine regardless of what Enchantment we choose.

Enhanced Restore refills some of our HP and Mana which can be used to surprise enemies when we heal near death to turn a fight around. The laning phase will also be a lot easier to deal with since we won’t have to worry about consuming too much Mana with poking enemies down.

Gunslinger gives us stacks whenever we kill unique enemy heroes and each stack gives us 10 Attack Damage. Since we start off with 1 stack, we can obtain up to 6 stacks for a total of 60 bonus AD.


Item Build


A great item build for Ryoma is:

  • Gilded Greaves
  • Spear of Longinus
  • Frost Cape
  • Medallion of Troy
  • Fenrir’s Tooth
  • Blade of Eternity

If we run out of uses on Blade of Eternity or it’s on cooldown, we can pick up Death Sickle instead, as an alternative to protecting us from death.


Gameplay Tips


In the Early Game, we want to clear our lane as quickly as we can so we can roam to gank enemies for our allies or scout the enemy jungle. Picking up our S2 to start off with allows us to poke the enemy hero and wave simultaneously and our Passive Ability enhanced auto-attack allows us to harass the enemy without fear of retaliation against most Slayer Lane heroes.

Scouting the enemy jungle will let us potentially steal the enemy jungle buff or camp if it’s low HP, or just to figure out which side they started on. This lets our team know where the enemy jungler will strike first most likely, allowing us to prepare countermeasures to deny their advances in gaining an advantage over us.

Our S1 helps us escape if we happen to get collapsed on while doing this. Our ganks are pretty effective and strong as well, since our enhanced auto attack slows the enemy down and can hit them from a distance, making it a lot easier to land our S2 to stun the target and our ally will be able to follow up off of that.

Once we hit level 4, as long as we have mana, we probably will rarely need tor recall since our Ult heals us for a lot when hitting enemies in the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Abyssal Dragon, towers and Dark Slayer.

Ryoma will be at his strongest, efficiency wise and able to kill enemy carries with ease if the opportunity presents itself. We also have great split pushing abilities since we have mobility, good dueling potential, wave clear and enough auto attack damage to take towers quickly, if left unattended.

Since our abilities have great range for a melee hero, we can also fight agaisnt frontline targets by poking and CCing them while we wait for our chance to all-in a priority target. The healing from Desperate Duel and our Ult is enough to keep us healthy enough to continuously trade with enemies in team fights, as long as we don’t get hard focused by the entire team.

In the Late Game, both teams will be grouped as 4-5 players and will be contesting one another for neutral objectives and towers. Ryoma falls off a bit here since it becomes much more difficult to assassinate priority targets and split pushing is no longer an option due to how risky it is this late into the game.

Depending on our circumstances, we can either do our best to kill whoever their strongest carry is or we can focus on protecting our carry while we wait for a better opportunity to strike. We have a good amount of mobility and range so getting onto the carries won’t be as difficult for us but killing them is an entire different story.

However, sometimes we don’t need to exactly kill the carry, chunking and zoning them from the fight is nearly the same thing because they won’t be able to deal damage to our team if they are too afraid to get closer into the fight or need to recall. At the end of the day, knowing our limits and what we’re capable of in all situations will be the deciding factor of how well we can perform with Ryoma.


PROS


  • A good range for a warrior. All of his abilities have a good range, and even his passive Naginatajutsu has a good range. That’s what separates him from the other warriors.
  • No mana and low cooldowns. All of Ryoma’s skills are free of mana consumption, so that’s one less thing to worry about while having the tools ready every few seconds.
  • Excellent harassment. All of his abilities hit every enemy in a line. That makes Ryoma an excellent poking hero and a harasser. He can hit a hero through the minion wave, and the pressure he makes is constant. He can push lanes and towers with ease.

CONS


  • His abilities have a relatively long cooldown, so you need to make the most of them. You can’t miss a lot, or you’ll become a burden to your team instead of great addition.
  • It will take you a while to learn how to position yourself and make the most of your skills.

Additional thoughts


It could be played as jungler but the best position for him is Dark Slayer lane. Use your Wailing Blade combined with Naganatajutsu to harass the opponent as soon as he gets in range. Save Pinwheel for safety reasons and at the same time try to land it on the enemy. In case you can take out an opponent with Wailing Blade > Spectral Ire > Naginatajutsu, in that case, it is ok to use Pinwheel as an engage tool (by casting it backward). Managing cooldowns is crucial when playing Ryoma. Be aggressive in positioning if all of your cooldowns are ready, and defensive if there are some missing. The good thing is Ryoma’s cooldowns are all short.

Wait for someone to engage, never do it yourself. Whether your team is one engaging or being engaged upon, stun and damage foes with Wailing Blade, use Spectral Ire to damage most foes and auto-attack with passive on, but keep Pinwheel for safety reasons. If there is the slightest chance you are in a pickle, use Pinwheel immediately (even preemptive, if possible).


slimz

It is a very mobile Jungler/ADC with fast attack speed and long-range skill-shot stun…


Slimz gameplay

Slimz is Marksman that is extremely good at picking off enemies with his S1 and killing tankier foes, due to his ulti. His S2 gives him mobility to help him in dangerous situations. He can be played in the Abyssal Dragon Lane or the Jungle.

It is a very mobile Jungler/ADC with fast attack speed and long-range skill-shot stun. Slimz needs time to scale and if he falls behind he becomes a spear thrower that can only poke enemies from distance, and let’s face it, no one likes to be a Slimz spear thrower anyway. Staying ahead at all times and successfully ganking is imperative, and if managed well Slimz will definitely become a dangerous rabbit.


Skills


Passive Ability: When Slimz is auto attacking, every 3rd hit will have a small and linear piercing effect that does more damage. This works wonders in team fights, due to the AoE damage and helps clearing minion waves easier.

Skill 1: Slimz throws spear that stuns enemy targets upon impact. The further the travel distance of the spear, the longer the enemy gets stunned for. It also increases his attack and movement speed if it hits an enemy hero. However, if the spear hits an enemy minion or monster, he receives the attack speed increase only. This skill is the most important ability for Slimz and can have game changing effects when it hits a priority target. Stunning an isolated Mage or Marksman can set up an easy kill and lead your team to victory. It can be used defensively to help you escape from enemies who are attempting to kill you. You can even throw a spear into a bush or the area where your team lacks vision to potentially check if enemies are waiting for an ambush.

Skill 2: Slimz can hop in any chosen direction and gets a nice attack damage increase afterwards for a few seconds. This ability allows you to hop over walls and other terrain, which is extremely useful in escaping melee foes.

Ultimate Ability: Slimz enhances his auto attacks where they do  bonus true damage on each hit. It also increases his movement speed by an average amount. Every kill or assist he extends its duration for a few seconds. This ability is what makes Slimz one of the best Marksmen for killing Tanks. Marksmen are already naturally designed to defeat tanks but the extra true damage helps him make even quicker work of tankier enemies.


Arcanas and Enchantments


The Arcana setup for Slimz would be Skewer, Guerrilla and Atrocity. Skewer gives you additional attack damage and armor pierce, which are key stats for any Marksman. It allows you to bypass low armor enemy defenses easier and you can penetrate tanks a bit easier as well. Guerrilla gives you attack speed and movement speed bonuses. Naturally, attack speed is a wonderful stat for most Marksmen. However, it synergizes extremely well with his Ultimate and Passive Ability. Essentially, the faster you attack, the more true damage you do and more critical hits you’ll be able to land, which will significantly boost your overall damage output. Atrocity increases your critical chance which synergizes well with not only most Marksmen and your item build but the S1 attack speed bonus as well. You will be dishing out multiple critical hits alongside true damage, making you even more deadly.

For Enchantments, the ideal setup would be Enhanced Restore, Gunslinger, Endless Cycle, Sacred Bead, and Blessing.

Enhanced Restore allows you to heal HP and restore Mana partially. This is awesome at all stages of the game but especially in the early game. It helps sustaining the laning phase a lot easier, especially in harder matchups. Also, it can catch enemies by surprise in the early game because it restores about 20% HP, which can be enough to turn a fight around at the last second.

Gunslinger increases your attack damage for each unique hero kill you get, capping at 6 stacks. This helps a lot since attack damage is one of your main stats and helps you get stronger the more you kill.

Endless Cycle is extremely situational but has the potential to allow you to make plays that wouldn’t be possible with other enchantments. With Marksman being the priority target in team fights, it’s hard to avoid dying sometimes. However you can revive instantly up to twice per game with this enchantment. Not only does this allows for more risky plays, but you can even surprise low HP enemies who are trying to end the game or take an inhibitor tower when you revive instantly and kill them.

Sacred Bead decreases your ulti cooldown and Slimz’s ulti makes him extremely dangerous and hard to catch or escape from. Since your ultimate is very important you want the cooldown to be as low as possible, which is why you want this enchantment.

Blessing is a nice enchantment to have because you get extra critical chance and the more crit you have, the more damage you can do. As a Marksman, your main purpose is dealing damage, which is why you definitely want this.


Item Build


For Slimz, an efficient build for Abyssal Dragon Lane would be War Boots, Claves Sancti, Slikk’s Stting/Devil’s Handshake, Bow of Slaughter, Muramasa, Blade of Eternity.

However, if you’re going Jungle Slimz, you should take Whipsering Wind, War Boots, Claves Sancti, Slikk’s Sting/Devil’s Handshake, Bow of Slaughter, Muramasa.

If you earn enough gold, you can sell your jungle item late game and buy a Blade of Eternity, Fenrir’s Tooth or Death Sickle, depending on what you need more.


Gameplay Tips


In the Early Game, Slimz’s power varies and fluctuates from average to good, based on whether he can land S1 on the target or not. Landing an S1 on the enemy Marksman allows Slimz to do a lot of damage, with most of it being done where the enemy can’t retaliate, due to being stunned. However, spears hit the first target it comes into contact with, meaning as long as the enemy is behind minions, it is extremely difficult to hit them.

However, his S1 makes ganks extremely potent and even makes the first fight for the Abyssal Dragon scarier for any isolated targets.

In the Mid Game, Slimz is pretty strong. With both teams being grouped as 3-5 players and fighting for vision control, neutral objectives and towers, the enemy has to always take Slimz’s S1 into consideration. As powerful as it is, the cooldown is not that long, allowing him to freely throw spears when both teams are poking or preparing to fight one another. Hitting a priority target gives his team the green light to jump on that enemy and even if the enemy team tries to protect that stunned target, it still gives Slimz’s team a significant advantage from the start of the fight.

In the Late Game, Slimz is at his strongest. Each team will usually be grouped as 4-5 in preparation for Enraged Abyssal Dragon or Dark Slayer to try to close the game out. The amount of damage Slimz can output at this point is simply amazing. Regardless of how much armor the enemy has, his bonus true damage will allow him to kill them faster than most Marksmen could.


PROS


  • S1 has extremely diverse uses and has the potential to turn the tides of any game.
  • Ultimate makes him able to deal with Tanks easier than most other Marksman.
  • Poses a threat at all stages of the game, due to S1.
  • High burst damage and very fast jungle clear. Slimz is one of the fastest junglers, which enables him to have more time to gank or invade the enemy.
  • Good mobility. All 3 of his skills have a way of granting him extra mobility which makes him hard to catch and difficult to run away from.
  • Decent ganking and roaming potential. If you manage to land a Flying spear from a brush, it is fairly easy to finish off the enemy with assistance from your teammate.

CONS


  • Each of his abilities gives him a certain buff, and while he has those he is insanely good, but as soon as his buffs wear off, he is pretty easy to take down.
  • His entire ganking potential revolves around hitting the enemy with a Flying Spear. If he misses it, there is nothing preventing the enemy from escaping his ganks.
  • He does not have any dueling power early on, so he is very vulnerable to the enemy invades.

Additional thoughts


Slimz’s toolkit allows for extremely fast jungle clear, so use that to your advantage. You should be able to clear the entire side of your jungle with enough time remaining to gank some of the lanes or kill the Abyssal Dragon. However, be very careful if you decide to go for level 4 dragon since any interference from enemies could turn fatal for you. Also note that early in the game, your dueling potential is very “slim”, so if the enemy decides to invade you, either ask for teammates’ help or counter-invade the enemy jungle.

Always go in the duo lane, preferably with some tanky hero with hard to land skill shots like Grakk or Gildur. Stunning the enemy with the spear will make it very easy for your ally to land their skill shots and devastate the opposition. Generally, throw Flying Spear from the brush, followed by  Leap of Vitality and then hit the enemy as many times as possible while your buffs are active. It should force the enemy to retreat most of the time. Also, your passive allows you to clear waves fast enough to have spare time for roaming and helping teammates with objectives.

Once this stage of the game starts, you have two important tasks to keep in mind. One – initiating the fight with spear stun on key enemy heroes. Two – flanking the enemy team and disposing of one of their back liners. Since during your ultimate, you are extremely mobile, use it to your advantage to kite anyone who sets their sights on you, or chase low hp targets if the pressure is elsewhere. Don’t forget that during ultimate you can shred through tanks very quickly, so use it to your advantage. If you are forced to retreat, keep in mind that every time you hit an enemy with a spear you get a burst of speed, so combined with Leap of Vitality you can use it as an escape tool.


taara

Taara has some control and mobility, that can be used to either catch the fleeing enemies or escape from harm…


A bit weak before level, with a clunky passive. Taara has some control and mobility, that can be used to either catch the fleeing enemies or escape from harm. She also has some AoE damage, but the true strength of this hero is her ability to regenerate lost health. Taara has a weak early game, so getting to level 4 as soon as possible is a top priority.

PROS

  • Exceptional sustain. Once level 4 is reached and your ultimate is ready, returning to base becomes obsolete for Taara.
  • Full tank-build Taara is one of the toughest heroes in Arena of Valor.
  • Good gap closer. Colossal Smash slowing effect has a rough range of 400 combined with an ability range of 700, which makes engaging onto the enemy squishies rather easy.

CONS

  • Weak until level 4. No tanky stats from items and no ultimate puts Taara in the bottom of the tier list early on.
  • Countered by certain items: Curse of Death, Tome of the Reaper and Fenrir’s Tooth can destroy most of Taara strengths.

Taara’s early game is extremely weak, there is no sustain and there are no items. The reason why I mention this is the synergy between tanky items and strong defensive abilities like Steeled Focus. When combined, one increases the value of the other. When there are none, Taara can be easily dealt with. This puts pressure on getting to level 4 asap. Once you’re level 4, be it jungle or lane, you should start entering exchanges with opponents, even if it costs you more because Steeled Focus will bring you back up. Constantly be aware of enemy item builds. When you see Curse of Death, avoid using ultimate when attacked by that champion. If they have Fenrir’s Tooth start using your ultimate a bit earlier so you don’t fall under the 50% threshold. Otherwise, make sure to roam between the lanes and help others. If a teammate is in position to tower dive an opponent and you have ult ready, do it, but make sure you pull the tower aggro and heal up early (70%hp).

In case of full-blown 5v5, your job is to know the relationship between the enemy front line and your back line, and calculate if you can make a difference by slowing opponents down. If you find it to be unlikely (for example Thane’s charge cannot be interrupted so your effect is non-existent) then you should engage on to the enemy backline and deny them the time to follow up on their tank’s initiation. If the fight is spread over a large area and is basically several skirmishes at once, then you focus on slowing down targets that are in the range of your main damage dealers and act as their support.


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WICANON

Arena of Valor pro player and content creator.

“I’d rather keep exploring than make my videos boring.”

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