Build and Guide Superman: Breakdown of Enemy Strategies
After Batman and The Joker, the DC Comics character that you can play in the MOBA Arena of Valor (AOV) game is Superman. Flash and Wonder Woman are also confirmed to be present.
The specialty of The Man of Steel is the passive flight mode or flying skill, making it have high mobility. When Superman flies, the skills he has also change and the effect is even more powerful.
The main role of the true Superman is as a Warrior, but because of its high level of resistance, it can also act as a Tank. To maximize the use of Superman in Quick Match or Ranked Match, the following reviews about the Superman Arena of Valor guide and tips on using their skills.
1. Background of Superman
On the nearly extinct planet Krypton, an orphan named Kal-El is placed in a rocket and sent to planet Earth far away. Kal-El, the last resident of the Krypton who survived, was raised by a pair of farmers, Martha and Jonathan Kent. They named him Clark and instilled a noble morality which was the beginning of the birth of a hero named Superman.
On Earth, sunlight radiation allows itself to exercise extraordinary abilities, including strength, speed, and immunity. He also has the ability to fly, X-rays, lasers, microscopic vision, and long distances. However, a sense of isolation always accompanies his desire to help the inhabitants of the Earth.
Although he already considered Earth as a home, the planet was not his homeland. Aware that the real hometown, the planet Krypton, is merely a dust of stars and pieces of debris, preventing Superman from going far away from Earth.
All that changed on a fall day, when Superman met one of his big enemies. Brainiac, shaded by the power that comes from something mysterious, landed on Earth with sophisticated Drone troops. Superman is forced to put all the strength he has to defeat Brainiac.
Finally, the toughness of The Man of Steel led him to victory and before defeating Brainiac, his X-ray vision captured something that had a bright, radiant aura. Superman pulled out the stone that was stuck on Brainiac's protective clothes and felt the swift force flowing in his hand and possessed him. Feeling something was wrong with the strength of the object, Superman returned to the Fortress of Solitude headquarters to research the rare artifacts.
The Fortress of Solitude computer was unable to trace the source of the constituent artifacts. However, one clue was found: a note from Kal-El's father, the scientist from Krypton.
Superman learns that his father is researching a similar artifact, named Andura Shard. The object that can give Brainiac the power to control the Earth turns out to be only a small part of a larger chunk.
Andura Shard comes from a realm named Athanor, a place far beyond the Phantom Zone. Most Krypton scientists view Jor-El's statement next to the eye, the statement that parallel dimensions really do exist. The boldest statement from him, that the magic emanating from Athanor was connected with the world of nature, almost ended his career.
But Jor-El is right. As Superman explored the archives on the Fortress of Solitude, he learned that ancient Krypton had explored galaxies in search of the Andura Shard, and might even have visited Earth far in the past as part of their mission. However, in his search, it was revealed that Brainiac was restarting his search for the Andura Shard and if he was able to have this great source of power, planet Earth would be in danger.
Superman has lost one world and he doesn't want to feel lost anymore. Therefore, The Man of Steel has begun its search to the corners of the galaxy to find Athanor and Andura Shard. In his mission to realize the inheritance of his father, he will face the fact that he will become Athanor's protector in order to reveal the truth and realize justice.
Defense 7.3
Attack 4.5
5.5 Skill Effect
Difficulties 6.4
2. Superman Passive Skill - Flight
Superman has two modes, flying and walking. Each running 100 units, he gets an increase in Movement Speed of 2 percent and gathers energy to fly. Flight Mode gives 20 percent Movement Speed when moving towards the enemy and the Normal Attack raises an additional damage of 12 percent from the max HP.
Tip: Superman can enter Flight mode while continuing to move, even if it's just spinning around.
3. Skill 1 Superman – Kryptonian Strength
Cooldown: 8 seconds
Superman uses his ice breath to create a blizzard that raises 250 (+255) physical damage to enemies and reduces their Movement Speed by 50 percent for one second.
In Flight mode, Superman will hit the enemy and cause 170 Physical Damage (+398) (12 percent of the maximum HP) and then fire the laser which causes an additional 250 (+255) Physical Damage.
Tip: In Flight mode, the damage generated by Kryptonian Strength is very large. However, the coverage area is quite small. So, use when the enemy is at close range. Whereas when the mode is running, the attack of Kryptonian Strength in the form of a snowstorm is quite a wide area.
4. Skill 2 Superman – Man of Steel
Cooldown: 12 seconds
Superman will exert his full strength which immediately frees himself from the Control Effect and significantly increases his Movement Speed.
While in Flight mode, Superman will hit the ground and repel the enemy which causes 355 (+191) Physical Damage and also frees him from Control Effect and increases his Movement Speed.
Tip: Make sure to use this skill after you get hit by the Control Effect, not to prevent it. Then, in Flight mode, this skill 2 can fly beyond objects / obstacles such as walls.
5. Skill Ultimate Superman – Speeding Bullet
Cooldown: 50 seconds
Superman exerts his full potential, which increases his energy charging speed by 100 percent for 10 seconds.
In Flight mode, Superman will hit his enemy and repel, causing 170 Physical Damage (+398) (12 percent of the HP is infallible) and receiving an increase in energy charging speed of 100 percent for 10 seconds.
Tip: Flight mode does have more advantages, but the skill control is quite difficult and the range is short. So, make sure you hit the enemy and hit at close range.
6. Arcana, Build Item, and Superman Talent
For recommendations arcana Level 2 Superman is Brute Force, Rainforce, and Potential. Then, level 3 arcana is Bloodlust, Colossus, and Herculean Power.
The following is a build of Superman items that you can use, of course, can be adjusted according to your fighting style.
Boots of Speed (Movement)
Spear of Longinus (Attack)
Gaia’s Standard (Defense)
Rankbreaker (Attack)
Odin's Will (Defense)
Medallion of Troy (Defense)
Meanwhile, the suitable talent to use is Roar which will increase Superman's Attack Speed by 60 percent and Attack Damage by 10 percent for 5 seconds.
Such is the discussion about the Superman Arena of Valor (AOV) guide, tips on using his skills, and recommendations on arcana, build items, and talent. Flight mode makes Superman have high mobility, so it can move lane quickly to help attack enemies with your teammates and tear apart enemy strategies. Because you don't use the Mana system, don't hesitate to use the skill after the cooldown time is complete.
Guide For Hero AOV
Minggu, 16 Desember 2018
Wiro: Warrior 212
Build and Guide Wiro: Warrior212
Hero Wiro at AOV Indonesia, was officially released on August 28, 2018 yesterday. This one hero is a Warrior type and has unique abilities that can reincarnate thanks to his passive skill (Sacred 212). In addition, he also has many Crowd Control (CC) abilities thanks to the Skill Set he has.
After seeing the Overview of Wiro, Hasagi will provide several guides as well as tips and tricks on how to use this hero. The discussion this time includes Skills, suitable Talents, Arcana, Item Build, Gameplay, and tips and tricks for you. Following is the discussion below.
Skill
Sacred 212 (Pasif)
When Wiro's HP runs out, he will enter the "meditation" phase and recover his cellphone by 60%. When this skill is active, Wiro cannot move and loses 25% Armor and Magic Defense. Three Insignia will appear around Wiro in this phase.
If Insignia touches a friend's hero, Wiro's HP and friend's hero will recover by 10%. After 3 Insignia are active or 4.5 seconds pass, Wiro will bounce back and deal Magic Damage and reduce Movement Speed to enemies around him. He also gets an additional 50% Attack Speed and 30% Movement Speed for 5 seconds. This skill has 90 seconds Cooldown.
212 Axe (1)
When using this skill, Wiro will issue the power of the Dragon Geni Death Ax which is his trademark. After using this first skill, the next three Normal Wiro Attack will get 100 (+ 20% AD) damage and additional attack distance. The third Normal Attack, will give the enemy Knock Up effect for 0.75 seconds.
Tornado Fist (2)
Wiro will push the enemy with his hand filled with power from 212. This boost will give 100 (+ 40% AD) physical damage to the enemy and if the enemy is pushed to the wall, they will receive an additional 50% additional damage and also be stunned for 1 second.
If it pushes against Tower or enemy buildings, the Tower will receive damage of 250 (+100% AD).
Sunray Fist (Ultimate)
Sunray Fist is the Ultimate skill that makes Wiro hit his ax to the ground after gathering energy. This blow will result in an explosion with Physical Damage of 300 (+ 150% AD) that can fly enemies. The longer Wiro collects the energy at the start, the greater the physical damage incurred with a total of 1000 (+ 150% AD).
The Stun effect will also be received by the enemy affected by this skill. Every enemy flown by him will receive the effect of the second explosion when he falls back to the ground. This explosion can cause additional physical damage by 50% to nearby enemies.
Talent
Because Wiro is a hero that can be played in many positions, the Talent-Talent above is suitable for use on Wiro. Here's the explanation.
Punish: If you want to use Jungle items like Leviathan, you must use this Talent.
Execute: If you want to play aggressively, this Talent is perfect for Finishing after removing his skills.
Heal: This Talent is optional if you want to use it as a Support or Observer hero.
Flicker: This Talent is very suitable when you want to make it an Initiator hero. You can also do combos while casting Ultimate skill (Sunray Fist) which allows him to distribute large damage.
Arcana
x10 Golden Body
x10 Protect
x10 Dragon’s Claw / Prowess / Holy Light
Wiro requires a large enough amount of HP in the Early Game. It is recommended that you take the Golden Body and Dragon's Claw in the Green Arcana for additional damage.
Item Build
There are 2 build versions that can be used by Wiro. The first build is Mantle of Ra, Boots, Frost Cape, Medallion of Troy, Muramasa, and Blade of Eternity. This build is used when you want to use Wiro as a semi Tank hero, but still has quite a lot of damage.
If you want to use Wiro as a hero Jungler, then you can try this Build Item. This item consists of Leviathan, Sonic Boots, Mantle of Ra, Frost Cape, Medallion of Troy, and Muramasa.
There are also other Situational Items that you can use for Wiro, namely Gilded Greaves, Mail of Pain, Gaia’s Standard, Crimson Banner or even Fenrir’s Tooth if you want more damage.
Gameplay
Early Game: You don't need to be afraid to fight enemies, because Wiro is a very strong hero in battle. However, you must remain vigilant so you don't get hit by enemies. You can also use a lot of health from Wiro to safely farm this phase.
Mid Game: In this phase, maybe you have got at least the Mantle of Ra and Sonic Boots items. Help friends while team fight and use passive skills (Sacred 212) to disrupt the enemy concentration.
Late Game: In this phase, you can initiate the team fight as much as possible. If it's troubled, you can try to "kidnap" Squishy heroes like Archer or enemy Mage or can do Split Push.
Tips and tricks
As long as you still have Passive 212 skills, don't ever be afraid to go forward, do a Dive Tower, and receive as much damage as possible. This is likely to disrupt enemy concentration.
Use Sunray Fist (Ultimate) in the bush for a few moments before removing it because, the longer the Cast is, the greater the damage is released.
Cancel the Ultimate skill if there are no enemies around so that Cooldown is only reduced by 80%.
You don't need to kill your opponent's Carry first, because he can live again thanks to his passive (Sacred 212) skill.
Hero Wiro at AOV Indonesia, was officially released on August 28, 2018 yesterday. This one hero is a Warrior type and has unique abilities that can reincarnate thanks to his passive skill (Sacred 212). In addition, he also has many Crowd Control (CC) abilities thanks to the Skill Set he has.
After seeing the Overview of Wiro, Hasagi will provide several guides as well as tips and tricks on how to use this hero. The discussion this time includes Skills, suitable Talents, Arcana, Item Build, Gameplay, and tips and tricks for you. Following is the discussion below.
Skill
Sacred 212 (Pasif)
When Wiro's HP runs out, he will enter the "meditation" phase and recover his cellphone by 60%. When this skill is active, Wiro cannot move and loses 25% Armor and Magic Defense. Three Insignia will appear around Wiro in this phase.
If Insignia touches a friend's hero, Wiro's HP and friend's hero will recover by 10%. After 3 Insignia are active or 4.5 seconds pass, Wiro will bounce back and deal Magic Damage and reduce Movement Speed to enemies around him. He also gets an additional 50% Attack Speed and 30% Movement Speed for 5 seconds. This skill has 90 seconds Cooldown.
212 Axe (1)
When using this skill, Wiro will issue the power of the Dragon Geni Death Ax which is his trademark. After using this first skill, the next three Normal Wiro Attack will get 100 (+ 20% AD) damage and additional attack distance. The third Normal Attack, will give the enemy Knock Up effect for 0.75 seconds.
Tornado Fist (2)
Wiro will push the enemy with his hand filled with power from 212. This boost will give 100 (+ 40% AD) physical damage to the enemy and if the enemy is pushed to the wall, they will receive an additional 50% additional damage and also be stunned for 1 second.
If it pushes against Tower or enemy buildings, the Tower will receive damage of 250 (+100% AD).
Sunray Fist (Ultimate)
Sunray Fist is the Ultimate skill that makes Wiro hit his ax to the ground after gathering energy. This blow will result in an explosion with Physical Damage of 300 (+ 150% AD) that can fly enemies. The longer Wiro collects the energy at the start, the greater the physical damage incurred with a total of 1000 (+ 150% AD).
The Stun effect will also be received by the enemy affected by this skill. Every enemy flown by him will receive the effect of the second explosion when he falls back to the ground. This explosion can cause additional physical damage by 50% to nearby enemies.
Talent
Because Wiro is a hero that can be played in many positions, the Talent-Talent above is suitable for use on Wiro. Here's the explanation.
Punish: If you want to use Jungle items like Leviathan, you must use this Talent.
Execute: If you want to play aggressively, this Talent is perfect for Finishing after removing his skills.
Heal: This Talent is optional if you want to use it as a Support or Observer hero.
Flicker: This Talent is very suitable when you want to make it an Initiator hero. You can also do combos while casting Ultimate skill (Sunray Fist) which allows him to distribute large damage.
Arcana
x10 Golden Body
x10 Protect
x10 Dragon’s Claw / Prowess / Holy Light
Wiro requires a large enough amount of HP in the Early Game. It is recommended that you take the Golden Body and Dragon's Claw in the Green Arcana for additional damage.
Item Build
There are 2 build versions that can be used by Wiro. The first build is Mantle of Ra, Boots, Frost Cape, Medallion of Troy, Muramasa, and Blade of Eternity. This build is used when you want to use Wiro as a semi Tank hero, but still has quite a lot of damage.
If you want to use Wiro as a hero Jungler, then you can try this Build Item. This item consists of Leviathan, Sonic Boots, Mantle of Ra, Frost Cape, Medallion of Troy, and Muramasa.
There are also other Situational Items that you can use for Wiro, namely Gilded Greaves, Mail of Pain, Gaia’s Standard, Crimson Banner or even Fenrir’s Tooth if you want more damage.
Gameplay
Early Game: You don't need to be afraid to fight enemies, because Wiro is a very strong hero in battle. However, you must remain vigilant so you don't get hit by enemies. You can also use a lot of health from Wiro to safely farm this phase.
Mid Game: In this phase, maybe you have got at least the Mantle of Ra and Sonic Boots items. Help friends while team fight and use passive skills (Sacred 212) to disrupt the enemy concentration.
Late Game: In this phase, you can initiate the team fight as much as possible. If it's troubled, you can try to "kidnap" Squishy heroes like Archer or enemy Mage or can do Split Push.
Tips and tricks
As long as you still have Passive 212 skills, don't ever be afraid to go forward, do a Dive Tower, and receive as much damage as possible. This is likely to disrupt enemy concentration.
Use Sunray Fist (Ultimate) in the bush for a few moments before removing it because, the longer the Cast is, the greater the damage is released.
Cancel the Ultimate skill if there are no enemies around so that Cooldown is only reduced by 80%.
You don't need to kill your opponent's Carry first, because he can live again thanks to his passive (Sacred 212) skill.
Veera: Lust Leads to Loss (of Life)
Build and Guide Veera: Lust Leads to Loss (of Life)
Cheat Sheet
Skill Build:
Level up Hell Bat before all else. As usual, unlock your other skills by level 4, but keep pouring points into Hell Bat whenever Inferno Bats won't take one.
Items
Orb of the Magi, Enchanted Kicks, Hecate's Diadem, Frosty's Revenge, Holy of Holies, Boomstick
Arcana
Compliment Veera's own passive ability with Ability Power and Magic Pierce arcana. Magic Life Steal helps make up for her low defenses.
Talents
Sprint, Flicker, Disrupt
Introduction
A sensual succubus in everything but name, Veera pulls off all the same tricks you've come to expect from the fantasy demon trope.
Ready and willing to charm her enemies and destroy them before they have time to react, Veera might not stand up against much of a beating, but she can easily burst down a target before they can lay a hand on her. Low on the difficulty meter, too, there's little more to this demoness than a 3-shot combo.
Skill Build
Pure and simple, Veera's passive ability – Come Hither – enables each of her ability hits to 'stack' on her target, reducing their magic resistance, scaling with her level, up to a maximum of 3 times per target. This means each of her consecutive swings deals noticeably more damage than the last.
First on her list, Hell Bat is a simple forward-propelled ability that deals magic damage to everyone in its path. Travelling slightly longer than its cast indicator suggests, this is a Veera's main way to 'stack' her passive on a group of enemies.
Mesmerize is Veera's one and only control spell – but at the same time, it's the only one she needs. Fired at a fairly close range, it's own that can either get her killed or can easily secure her a kill in the right situation. With a wide firing angle and a homing projectile, this ability locks on and stuns its initially acquired target, stunning them long enough for both of her other abilities to do their work. Dealing damage all the same, it's a true 'initiator' move, but not one that can't finish off a target if need be.
Then there's Inferno Bats – Veera's readily available ultimate ability. So long as targets are in range, a simple tap of this ability will barrage targets with 5 individual bats. Just like Mesmerize, these track their target until they land, with anything but the first bat dealing 50% of the base damage on the same target. Still capable of shaving off a massive portion of a lone target's health, popping this in the vicinity of multiple targets is another way to diminish the magic resistance of the entire team without risking your own skin.
Due to the relatively low cooldown reduction awarded by levelling up Mesmerize, you're typically better off pouring points into Hell Bat whenever possible. As ever, you'll want to unlock both Mesmerize and Inferno Bats at Level 2 and 4 respectively, but Hell Bat is going to be your best friend for the most part.
Hell Bat receives modest cooldown reductions with each increase in level, whittling down its recast from an initial 12 seconds all the way to 7 when at max level. Thanks to its AOE potential when lined up correctly, its scaling attack power and long-range make it Veera's go-to ability; especially when paired with her Passive in a group combat situation.
Leveling up Inferno Bats alongside it means Veera has plenty of ways to inflict damage from a distance rather than chancing her life with Mesmerize whenever it isn't a fair fight.
Recommended Talents
Like just about any hyper-powerful mage in Arena of Valor, Veera has very low mobility. She isn't entirely slow on her feet, but non of her abilities allow her to rush into battle or make a decent getaway attempt when faced with danger. To make up for this Sprint would be a Trait of choice. With it, Veera can rush between lanes to lend a hand when needed, dancing between the brush to get the drop on her targets, or close the gap needed to Mesmerize long-range prey before they're able to fend her off. Otherwise, it's just a good skill to have on hand should things go south. If a team fight suddenly isn't going as expected, it's going to be her only real chance of survival. And thanks to the homing capabilities of her attacks, staying on her toes enables somewhat of a 'run n' gun' mode for Veera.
For similar reasons, Flicker is another Trait Veera can put to good use. Giving her the ability to rapidly teleport to close-range from the safety of the brush, popping Mesmerize becomes a very tempting assault. She's no jungler, but Veera's burst potential makes ganks very compelling.
If you're the type to stick to your own lane, think of taking Disrupt to allow for surprise tower dives. Your opponent may start to learn how to best avoid your assault each time you use it, but shutting down any tower for 5 seconds it generally enough time to destroy it with enough back up, or can give your allies plenty of time to attack defending opponent's when they would otherwise be safe. Firing from within range of a stunned tower will always incur a risk, but auto-aiming Veera's homing attacks reduces any time wasted by aiming similar shots with other characters.
Items
Arena of Valor already has a fairly solid Armory system in place to offer up tried and tested builds, but it's always up to the player to find whichever suits their individual playstyle. For this, we can take a popular Veera build and add or remove some of its survivability or hybrid aspects to create something that doesn't justify taking too many risks and, instead, rewards firing her abilities at a relative safe distance.
Orb of the Magi, Enchanted Kicks and Hecate's Diadem all stick around as early centre-points to Veera's equipment line-up, offering scaling Ability Power, Magic Pierce and a way for her to keep attacking by topping off her mana reserves in the early game. Frosty's Revenge boosts her lacking defences, further bolsters her Ability Power and allows each of her frantic attacks to make landing the next that little bit easier with a 25% reduction to her target's Movement Speed.
Lastly, Holy of Holies and Boomstick become somewhat interchangeable. Holy of Holies is far more expensive, but offers considerable bang for the buck that, when placed in the right hands, can ensure Veera either gets a kill without trying to forces one or more enemies to retreat as soon as they've entered her field of view. Boomstick, on the other hand, allows Veera to make use of her Ability Power from behind her own team more reliably thanks to its explosive benefits.
Arcana
No matter how you look at things, Veera's auto-attack isn't worth thinking about. Slow and with an amazingly short range, we're not looking at items or arcana to make it any better. Instead, just like most mages before her, you're better off making each of her ability casts deal more damage and in more situations.
Low-tier arcana users need look no further than a simple Talisman, Absorption, Disruption spread in Red, Purple and Green arcana slots respectively. This arcana tree boosts Veera's already massive Ability Power potential and helps her shred through tankier opponents with ease. She won't be killing Arthur outright, but she'll certainly play her part. Magic Life Steal should help top up health pools in quieter moments but could also mean the difference between life and death in fights against similarly bursty heroes.
Following this same pattern with Tier 2 and 3 arcana, picks like Corruption, Revelation and Corruption serve a more potent purpose. Those with lots of extra gold to burn can (and will) enjoy Tier 3 arcana like Violate, Devour and Hex with the latter providing some bonus Cooldown Speed.
Early Game
Veera shines in the early game just as much as she does later on. With simple stat weights and fairly uncomplicated abilities, she's a hero that can be easily read, but devastating when left to do her thing.
With a passive abilities that shreds magic resistance with each strike of an ability, the key to attacking as Veera is to go as fast as possible, maximizing damage output and giving plenty of time to back off if your opponent is left standing. During the opening moments of a match, you won't have much chance of outright killing an opponent thanks to your lacklustre auto-attacks, but baiting the enemy into a false sense of security as you level up allows Veera to smite down those pulled in by her 'charm' in the time is takes for said charm to wear off.
Use 'Hell Bat' to clear minions on the odd occasion, but aim to throw it at your opponent if they're within range. Firing through creep is a very good option, but you don't want to clear waves too often as Mesmerizing your target within range of your own tower is a great way to earn an early kill without running the risk of aggressive tactics.
Mid Game
As you reach level 4 and unlock Inferno Bats, Veera's damage potential will skyrocket. This is where baiting enemies into that false sense of security will win you many kills. So long as you slide Mesmerize into your assault, a Hell Bat/Inferno Bat combo will melt most opponent's in a fresh 1v1 scenario or at least cause them to take a step back. It's usually not worth the risk trying to finish off your target with an auto-attack, but having taken any damage prior to your assault is usually enough. If you managed to sneak Hell Bat in there from a distance before your target got close enough for Mesmerize, you may be able to secure the kill with a second Hell Bat before they're out of range.
1v2 situations are a little trickier, though; especially in the laning phase. Inferno Bats are free to lock onto numerous targets within range, meaning the chance of destroying your target with all 5 bats is essentially split by the presence of another viable target. In these situations, it's usually best to act as an initiator – meaning you'll start the fight with everything you've got, but should bank on any nearby allies to clean up. If you're on your own, just hold out with your barrage of abilities; you'll keep a decent income by clearing creep and should have plenty of opportunity to bait one of your assailants into being charmed under your tower.
If team fights have started to break out, and you lane won't be left alone by your leaving, feel free to lend a hand. Sprint and Flicker help ensure Mesmerize gets to shine, but your main focus should be on hitting as many targets as possible with your Hell Bat attack following up with Inferno Bats on a single target – unless there's another Mage nearby who'll make use of the magic resist reduction imposed by your multi-target hits.
Late Game
Likely having proved herself by now, Veera will be a constant target in a team fight. Landing in a 1v1 situation isn't too difficult thanks to her powerful burst, but being singled out into an ambush leaves Veera with no real escape – she can only charm a single opponent, and having a single Inferno Bat hit each member of the opposite team doesn't translate to much damage. Turning around the fight a lost cause is better than going out in silence, but you'll want to avoid those situations outright – initiator or not.
Veera can start a fight from a relatively long distance from the comfort of her own team, but she still excels in bursting down a single opponent singled out by her Mesmerize ability. Aim to pull off this rapid-fire 2-1-3 combo whenever the risk is low, but approach team battles with the intent to maim rather than kill – at least until things start to thin out a little more. Aiming to strike as many targets as possible with Hell Bat is still a priority, but launch Inferno Bats whenever possible make the most of your own enfeeblements. With each projectile finding its own target, Veera can stay relaveily safe while still dishing out a lot of damage, giving her team plenty of reason to fire on all fronts. Boomstick helps here, but isn't gospel.
Keeping the Sage Buff on yourself is a good thing to practice for its generous cooldown reduction, but isn't absolutely necessary, either. Instead, sticking by your team is about the best you can do as venturing off on your own severely reduces intimidation tactics imposed by what remains of your team with a major damage-dealer out of the way. Look to fire your abilities into the crowd if an opening isn't about to present itself, but attempt to Mesmerize anyone who comes within range. It's nice to have your own burst available to blast your victim down here, but most team's will know to make the most of this opportunity regardless. If you happen to come across any lone opponent on your travels, there's a strong chance you can take them on without much risk, but you'll be shot down the moment you're taking on two or more targets due to a single interruption reducing the effectiveness of your sole damage potential.
Once you've push the enemy to their gates, keep the assault going. Fire your abilities from a distance and aim to single out a target with your Mesmerize. Similarly, employ the same principle to defensive maneuver – you're always a prime target, so baiting an opponent to get hit by your tower can seal their doom once your charm finds its mark.
FAQ/Tips
Thanks to her passive ability, magic resist doesn't mean a whole lot against her. It also means she's incredibly potent when paired with another mage.
Her main focus will be on charming a nearby target and following up with 6 high-damage projectiles in a 2-1-3 combo pattern.
Charming an opponent under her own tower remains a great way to secure an easy kill.
Veera's incredibly low auto-attack damage means she poses little threat once her quick-fire burst is expended.
Matchups
Veera shines on her own, but can absolutely pave the way for other mages to do their thing. With each strike of her abilities reducing her target's Magic Resistance stat, other casters will often find their attacks dealing out more damage than they usually would. This can become the equivalent of almost three Soaring Aura passives in the right environment. Tanks can certainly shake off her usual burst, but they shouldn't bank on rushing into a team fight just to shut her down.
As with just about any mage, Veera suffers from dismal defences. But with her Mesmerize skill only becoming usable when in close proximity to her target, even melee heroes can't guarantee the kill unless they're able to stun her out of range and chop her down before she can counter-attack. Faster assassins like Airi who can stun their target before going in for the kill are the best against Veera, but even the likes of Butterfly can't always react fast enough to avoid a deathly charm combo.
As she tends to stay within close proximity of her teammates in larger battles, the more reliable way to take on Veera is to pounce once her burst has been used up. Sending a tank to absorb the blows can work wonders, leaving the rest of the team to jump on her knowing there's not much she can do to strike back. Singling her out, however, will remain the best option – either by aiming a long-range stun or wide-range slowdown her way or by plucking her from the lineup with heroes like Grakk or Mina. Omega's rush/stun combo is entirely viable here, too.
Cheat Sheet
Skill Build:
Level up Hell Bat before all else. As usual, unlock your other skills by level 4, but keep pouring points into Hell Bat whenever Inferno Bats won't take one.
Items
Orb of the Magi, Enchanted Kicks, Hecate's Diadem, Frosty's Revenge, Holy of Holies, Boomstick
Arcana
Compliment Veera's own passive ability with Ability Power and Magic Pierce arcana. Magic Life Steal helps make up for her low defenses.
Talents
Sprint, Flicker, Disrupt
Introduction
A sensual succubus in everything but name, Veera pulls off all the same tricks you've come to expect from the fantasy demon trope.
Ready and willing to charm her enemies and destroy them before they have time to react, Veera might not stand up against much of a beating, but she can easily burst down a target before they can lay a hand on her. Low on the difficulty meter, too, there's little more to this demoness than a 3-shot combo.
Skill Build
Pure and simple, Veera's passive ability – Come Hither – enables each of her ability hits to 'stack' on her target, reducing their magic resistance, scaling with her level, up to a maximum of 3 times per target. This means each of her consecutive swings deals noticeably more damage than the last.
First on her list, Hell Bat is a simple forward-propelled ability that deals magic damage to everyone in its path. Travelling slightly longer than its cast indicator suggests, this is a Veera's main way to 'stack' her passive on a group of enemies.
Mesmerize is Veera's one and only control spell – but at the same time, it's the only one she needs. Fired at a fairly close range, it's own that can either get her killed or can easily secure her a kill in the right situation. With a wide firing angle and a homing projectile, this ability locks on and stuns its initially acquired target, stunning them long enough for both of her other abilities to do their work. Dealing damage all the same, it's a true 'initiator' move, but not one that can't finish off a target if need be.
Then there's Inferno Bats – Veera's readily available ultimate ability. So long as targets are in range, a simple tap of this ability will barrage targets with 5 individual bats. Just like Mesmerize, these track their target until they land, with anything but the first bat dealing 50% of the base damage on the same target. Still capable of shaving off a massive portion of a lone target's health, popping this in the vicinity of multiple targets is another way to diminish the magic resistance of the entire team without risking your own skin.
Due to the relatively low cooldown reduction awarded by levelling up Mesmerize, you're typically better off pouring points into Hell Bat whenever possible. As ever, you'll want to unlock both Mesmerize and Inferno Bats at Level 2 and 4 respectively, but Hell Bat is going to be your best friend for the most part.
Hell Bat receives modest cooldown reductions with each increase in level, whittling down its recast from an initial 12 seconds all the way to 7 when at max level. Thanks to its AOE potential when lined up correctly, its scaling attack power and long-range make it Veera's go-to ability; especially when paired with her Passive in a group combat situation.
Leveling up Inferno Bats alongside it means Veera has plenty of ways to inflict damage from a distance rather than chancing her life with Mesmerize whenever it isn't a fair fight.
Recommended Talents
Like just about any hyper-powerful mage in Arena of Valor, Veera has very low mobility. She isn't entirely slow on her feet, but non of her abilities allow her to rush into battle or make a decent getaway attempt when faced with danger. To make up for this Sprint would be a Trait of choice. With it, Veera can rush between lanes to lend a hand when needed, dancing between the brush to get the drop on her targets, or close the gap needed to Mesmerize long-range prey before they're able to fend her off. Otherwise, it's just a good skill to have on hand should things go south. If a team fight suddenly isn't going as expected, it's going to be her only real chance of survival. And thanks to the homing capabilities of her attacks, staying on her toes enables somewhat of a 'run n' gun' mode for Veera.
For similar reasons, Flicker is another Trait Veera can put to good use. Giving her the ability to rapidly teleport to close-range from the safety of the brush, popping Mesmerize becomes a very tempting assault. She's no jungler, but Veera's burst potential makes ganks very compelling.
If you're the type to stick to your own lane, think of taking Disrupt to allow for surprise tower dives. Your opponent may start to learn how to best avoid your assault each time you use it, but shutting down any tower for 5 seconds it generally enough time to destroy it with enough back up, or can give your allies plenty of time to attack defending opponent's when they would otherwise be safe. Firing from within range of a stunned tower will always incur a risk, but auto-aiming Veera's homing attacks reduces any time wasted by aiming similar shots with other characters.
Items
Arena of Valor already has a fairly solid Armory system in place to offer up tried and tested builds, but it's always up to the player to find whichever suits their individual playstyle. For this, we can take a popular Veera build and add or remove some of its survivability or hybrid aspects to create something that doesn't justify taking too many risks and, instead, rewards firing her abilities at a relative safe distance.
Orb of the Magi, Enchanted Kicks and Hecate's Diadem all stick around as early centre-points to Veera's equipment line-up, offering scaling Ability Power, Magic Pierce and a way for her to keep attacking by topping off her mana reserves in the early game. Frosty's Revenge boosts her lacking defences, further bolsters her Ability Power and allows each of her frantic attacks to make landing the next that little bit easier with a 25% reduction to her target's Movement Speed.
Lastly, Holy of Holies and Boomstick become somewhat interchangeable. Holy of Holies is far more expensive, but offers considerable bang for the buck that, when placed in the right hands, can ensure Veera either gets a kill without trying to forces one or more enemies to retreat as soon as they've entered her field of view. Boomstick, on the other hand, allows Veera to make use of her Ability Power from behind her own team more reliably thanks to its explosive benefits.
Arcana
No matter how you look at things, Veera's auto-attack isn't worth thinking about. Slow and with an amazingly short range, we're not looking at items or arcana to make it any better. Instead, just like most mages before her, you're better off making each of her ability casts deal more damage and in more situations.
Low-tier arcana users need look no further than a simple Talisman, Absorption, Disruption spread in Red, Purple and Green arcana slots respectively. This arcana tree boosts Veera's already massive Ability Power potential and helps her shred through tankier opponents with ease. She won't be killing Arthur outright, but she'll certainly play her part. Magic Life Steal should help top up health pools in quieter moments but could also mean the difference between life and death in fights against similarly bursty heroes.
Following this same pattern with Tier 2 and 3 arcana, picks like Corruption, Revelation and Corruption serve a more potent purpose. Those with lots of extra gold to burn can (and will) enjoy Tier 3 arcana like Violate, Devour and Hex with the latter providing some bonus Cooldown Speed.
Early Game
Veera shines in the early game just as much as she does later on. With simple stat weights and fairly uncomplicated abilities, she's a hero that can be easily read, but devastating when left to do her thing.
With a passive abilities that shreds magic resistance with each strike of an ability, the key to attacking as Veera is to go as fast as possible, maximizing damage output and giving plenty of time to back off if your opponent is left standing. During the opening moments of a match, you won't have much chance of outright killing an opponent thanks to your lacklustre auto-attacks, but baiting the enemy into a false sense of security as you level up allows Veera to smite down those pulled in by her 'charm' in the time is takes for said charm to wear off.
Use 'Hell Bat' to clear minions on the odd occasion, but aim to throw it at your opponent if they're within range. Firing through creep is a very good option, but you don't want to clear waves too often as Mesmerizing your target within range of your own tower is a great way to earn an early kill without running the risk of aggressive tactics.
Mid Game
As you reach level 4 and unlock Inferno Bats, Veera's damage potential will skyrocket. This is where baiting enemies into that false sense of security will win you many kills. So long as you slide Mesmerize into your assault, a Hell Bat/Inferno Bat combo will melt most opponent's in a fresh 1v1 scenario or at least cause them to take a step back. It's usually not worth the risk trying to finish off your target with an auto-attack, but having taken any damage prior to your assault is usually enough. If you managed to sneak Hell Bat in there from a distance before your target got close enough for Mesmerize, you may be able to secure the kill with a second Hell Bat before they're out of range.
1v2 situations are a little trickier, though; especially in the laning phase. Inferno Bats are free to lock onto numerous targets within range, meaning the chance of destroying your target with all 5 bats is essentially split by the presence of another viable target. In these situations, it's usually best to act as an initiator – meaning you'll start the fight with everything you've got, but should bank on any nearby allies to clean up. If you're on your own, just hold out with your barrage of abilities; you'll keep a decent income by clearing creep and should have plenty of opportunity to bait one of your assailants into being charmed under your tower.
If team fights have started to break out, and you lane won't be left alone by your leaving, feel free to lend a hand. Sprint and Flicker help ensure Mesmerize gets to shine, but your main focus should be on hitting as many targets as possible with your Hell Bat attack following up with Inferno Bats on a single target – unless there's another Mage nearby who'll make use of the magic resist reduction imposed by your multi-target hits.
Late Game
Likely having proved herself by now, Veera will be a constant target in a team fight. Landing in a 1v1 situation isn't too difficult thanks to her powerful burst, but being singled out into an ambush leaves Veera with no real escape – she can only charm a single opponent, and having a single Inferno Bat hit each member of the opposite team doesn't translate to much damage. Turning around the fight a lost cause is better than going out in silence, but you'll want to avoid those situations outright – initiator or not.
Veera can start a fight from a relatively long distance from the comfort of her own team, but she still excels in bursting down a single opponent singled out by her Mesmerize ability. Aim to pull off this rapid-fire 2-1-3 combo whenever the risk is low, but approach team battles with the intent to maim rather than kill – at least until things start to thin out a little more. Aiming to strike as many targets as possible with Hell Bat is still a priority, but launch Inferno Bats whenever possible make the most of your own enfeeblements. With each projectile finding its own target, Veera can stay relaveily safe while still dishing out a lot of damage, giving her team plenty of reason to fire on all fronts. Boomstick helps here, but isn't gospel.
Keeping the Sage Buff on yourself is a good thing to practice for its generous cooldown reduction, but isn't absolutely necessary, either. Instead, sticking by your team is about the best you can do as venturing off on your own severely reduces intimidation tactics imposed by what remains of your team with a major damage-dealer out of the way. Look to fire your abilities into the crowd if an opening isn't about to present itself, but attempt to Mesmerize anyone who comes within range. It's nice to have your own burst available to blast your victim down here, but most team's will know to make the most of this opportunity regardless. If you happen to come across any lone opponent on your travels, there's a strong chance you can take them on without much risk, but you'll be shot down the moment you're taking on two or more targets due to a single interruption reducing the effectiveness of your sole damage potential.
Once you've push the enemy to their gates, keep the assault going. Fire your abilities from a distance and aim to single out a target with your Mesmerize. Similarly, employ the same principle to defensive maneuver – you're always a prime target, so baiting an opponent to get hit by your tower can seal their doom once your charm finds its mark.
FAQ/Tips
Thanks to her passive ability, magic resist doesn't mean a whole lot against her. It also means she's incredibly potent when paired with another mage.
Her main focus will be on charming a nearby target and following up with 6 high-damage projectiles in a 2-1-3 combo pattern.
Charming an opponent under her own tower remains a great way to secure an easy kill.
Veera's incredibly low auto-attack damage means she poses little threat once her quick-fire burst is expended.
Matchups
Veera shines on her own, but can absolutely pave the way for other mages to do their thing. With each strike of her abilities reducing her target's Magic Resistance stat, other casters will often find their attacks dealing out more damage than they usually would. This can become the equivalent of almost three Soaring Aura passives in the right environment. Tanks can certainly shake off her usual burst, but they shouldn't bank on rushing into a team fight just to shut her down.
As with just about any mage, Veera suffers from dismal defences. But with her Mesmerize skill only becoming usable when in close proximity to her target, even melee heroes can't guarantee the kill unless they're able to stun her out of range and chop her down before she can counter-attack. Faster assassins like Airi who can stun their target before going in for the kill are the best against Veera, but even the likes of Butterfly can't always react fast enough to avoid a deathly charm combo.
As she tends to stay within close proximity of her teammates in larger battles, the more reliable way to take on Veera is to pounce once her burst has been used up. Sending a tank to absorb the blows can work wonders, leaving the rest of the team to jump on her knowing there's not much she can do to strike back. Singling her out, however, will remain the best option – either by aiming a long-range stun or wide-range slowdown her way or by plucking her from the lineup with heroes like Grakk or Mina. Omega's rush/stun combo is entirely viable here, too.
Airi:Shadow of the Mid Lane
Guide and Build for Airi
Cheat Sheet
Skill Build
Ryuu > Shadow > Spin
Recommended Talents
Execute, Purify
Items
Spear of Longinus, Hermes Select, Muramasa, Gaia's Standard, Frost Cape, Ancestral Glory
Arcana
Obliterate, Guerrilla, Skewer
Introduction
Airi is classed as an assassin with high mobility. Her skills allow Airi to dash in and out of combat and pick off key targets, all while tossing a big skill shot equipped with a stun on a short cooldown. Using these skills to the best of their ability will lead your team on a quick victory lead from the shadows.
Skill Build
Ryuu > Shadow > Spin
Ryuu causes Airi to leap up and summon a spirit, doing 250/350/450 damage. This ability slows enemies hit by the ability as well as stuns those within the area of effect of the strike. Airi also gains a shield based on the number of enemies she hit. Airi becomes immune to crowd control effects during the effects of this ability, also gaining 100% movement speed decaying over 2.5 seconds, as well as 30% in attack speed for the next 5 seconds.
Shadow dashes Airi is a chosen direction a short distance and deals physical damage to those hit by the dash. Airi can cast this ability 3 times before the ability goes on cooldown. The amount of time between each dash is a couple seconds. This allows you to hold onto the ability for jumping in or jumping out.
Spin throws out a shuriken a good distance. Any enemy hit by shuriken's skill shot are stunned for a brief time frame.
Your passive, Slash, reduces Spins cooldown by 1 second for each normal attack on an enemy.
Recommended Talents
Execute, Purify
Execute - 90-second cooldown: Instantly attacks a nearby enemy hero and deals damage equal to 16% of the health the enemy hero has lost as true damage.
Execute is going to be my primary pick, since Shadow removes our need for Flicker. You do great damage, and can get near enemies quickly. However, sometimes you just need to kill an enemy hero faster, or simply ensure one dies. Execute is a great ability to finish someone off so that you can leave quickly, like a real assassin.
Purify - 120-second cooldown: Removes all debuffs and control effects on yourself and gains immunity to them for 1.5 seconds.
Purify gets a mention here as a talent that can be used against team compositions that are heavy in crowd control. Since you rely on moving in and out of the enemy team to deal your damage, it’s a good idea to have a backup in case you take heavy cc effects.
Items
Spear of Longinus, Hermes Select, Muramasa, Gaia's Standard, Frost Cape, Ancestral Glory
Start with short sword or boots. Boots if the enemy is either going to poke you, or be too quick to trade with efficiently. We want to rush into Spear of Longinus, as the item allows us to shred the enemies armor with our quick abilities and attacks. Hermes Select can be swapped for another boot selection if you don't like to roam. However, Airi’s quick dashes make moving from lane to lane quickly a good idea. The boots help with that, as most won't notice your missing from mid lane before it's too late.
Muramasa grants flat 45% armor pierce and more cooldown speed, allowing us to do even closer to true damage stacked with Spear of Longinus. Our main goal in the first two items is to reduce the enemy’s armor, and reduce how long we have to wait to use spin again.
Gaia's Standard or Frost Cape is built next, depending on which enemy carry is starting to get you trouble. These next items are just to allow us to live in team fights as the game goes on.
Ancestral Glory is chosen last, as a means to survive what we shouldn't. The 3 second revive time is almost half of the cooldown of Shadow without any form of cooldown speed added. If Glory pops, it basically just grants time for you to come up with another escape plan.
Arcana
Obliterate, Guerrilla, Skewer
Obliterate is a flat 3.2 attack damage per Arcana, making it great for some early game damage boost on our attacks and abilities. This helps us make plays in lane and kill our lane opponent. Possible replacement Arcana can be, Onslaught, Indomitable, or Blitz.
Guerrilla gives 1% movement speed and 1% attack speed per Arcana. I mostly chose this to help with our passive early game, and of course movement speed is great for moving around and dodging skill shots early. This helps us not require boots as much early. Replacement Arcana would be Assassinate, Benevolence. You could also go Colossus, or Undying if you wanted to deal with taking burst a bit earlier game.
Skewer gives us flat damage and 6.4 armor pierce per level. This works extremely well with our items. I'd have this Arcana above the others, but if you need a replacement go Mythril or Focus.
Early Game
Early game you should attempt to play safe against most characters. Airi has a low health pool and while she has a dash to get in and out of combat, you may find it difficult to get into range against players who are wary of you. Punish the enemy if they blow multiple abilities on minions or miss you with skill shots, otherwise wait for a gank or till you have some damaging items.
Middle Game
At this point of the game you should have a few items to give you some real burst damage, allowing you to trade with the mid laner and maybe even kill them. However, since most people will still be wary of you, it's best to push mid lane and roam to a side lane with Hermes Select. Try roaming bot lane or top lane depending on who is pushing more and get a kill. Afterwards you can either return to mid, push their tower, or do one of the main jungle camps in river if your jungler is there.
Late Game
Late game can be great if you are ahead. However, Airi is more of a mid-game hero. Late game is great, but as everyone starts to get their 5th to 6th items, you start to fall off. Try to finish the game before it stretches on too long.
FAQ/Tips
Shadow can be used to leap over multiple walls in the jungle in a row. Use this to create some amazing escapes from the enemy that are impossible to follow, or use this to quickly gank a lane from an impossible location.
Mix in regular attacks on minions or heroes when you can to reduce Spins cooldown. You are able to hit multiple enemies with Spin, and reducing that cooldown can almost stun lock your target.
Matchups
Krixi, Easy
While Krixi might not be the easiest of casters for you in particular, I'm stating you are one of the best against her. Her ultimate will certainly do some damage. However, you can simply jump out of her range and wait for the falling meteors to end. Her clone skill shot is her main damage dealer. Use your Shadow ability to leap behind her and wait for her to cast it before fully engaging. You want her to waste it and stay on the opposite side of her. That way, when it returns to her, you won't be hit by the ability. Other than hiding under a turret, you can be an absolute nightmare for a Krixi. If not, her biggest counter.
Grakk, Easy
Grakk gets a mention for being someone else who relies on slow skill shots. Use Shadow effectively and Grakk will be out of options to do anything to you or your team mates. Be sure to avoid his ultimate as well, if you take Purify he will have no chance to stop you, but without this can be a real issue.
Butterfly, Easy
Butterfly's ultimate is easily countered by Airi. If Butterfly leaps onto you, just use Shadow to get away. Butterfly with have a short buff for a few seconds. If you dash away and wait a few, you can effectively make Butterfly waste her ultimate. Not to mention she has to sit in melee range. Allowing you to reduce Spins cooldown constantly.
Ilumia, Hard
Ilumia has a multitude of hard-hitting magic spells with knockbacks. No matter what you do, you will not be able to stay within range of Ilumia. Not to mention if her third ability used is a knock back due to her passive, it has no cooldown or cost. Airi may be someone who likes to get close to do damage, but Ilumia likes it as well. Try to use Spin before using Shadow to get close enough to trade. Back off before she can retaliate.
Mina, Hard
Mina is a tank who relies on getting her enemies close to her. If you ever get close enough in range to attack her, she will simply use her ultimate to reduce your damage done and taunt you into not leaving for a few seconds. This will lead to her allies killing you, or at least a good chunk of damage dealt to you.
Arthur, Hard
Arthur is a tank who gains armor for free. Has abilities that give him area of effect over time, even if you do stun him. As he builds his items these two stats only get harder for you to deal with.
Moren: The Ranged Heavy Hitter
Build and Guide Moren: The Ranged Heavy Hitter
Items
Claves Sancti
Sonic Boots
Slikk's Sting
The Beast
Muramasa
Spear of Longinus
Talents
Disrupt
Purify
Heal
Introduction
Dwarfed in size by many other characters, Moren packs a lot of punch behind his stocky demeanor; mostly thanks to his gigantic 2-handed cannon. Call this a shotgun just like the man himself, but it doesn't really feel like one given the speed at which it fires later in the game. Yes, just like any other Ranged hero, Moren seeks to hit hard and fast. Break out those Attack Speed items, folks, it's meta time again.
A little fragile at times, playing Moren requires map and movement mastery, or nerves of steel. That last part comes into effect in the late game phase where Moren can essentially outlive a group of opponents through sheer Lifesteal alone. Frequent critical strikes and rapid attacks can often sap the life from your enemies quicker than they can burn through it – but you have be on top of your game to get the most from it.
Skills
Precision – Similar to a few other heroes, Moren accumulates stacks beneath his healthbar as attacks and abilities go off. On the fifth stack, the slate is wiped clean, refreshing Moren's Tactical Maneuver ability and granting him between 12-26% Lifesteal (based on level). What the tooltip doesn't mention, however, is that the resulting buff only lasts around 1-2 seconds – though the stacks stick around long enough to use tactically.
Tactical Maneuver – The 9 second cooldown of this ability doesn't mean much given how quickly it's reset through a full Precision stack. Upon activation, Moren gains a massive 40% Movement Speed increase, his next auto-attack hits twice, and he gains bonus Armor and Magic Defense for 5 seconds. The bonus defensive buffs can be stacked 7 times with repeat activation, or extended through additional auto-attacks, allowing for a max value of 490 available for as long as you can keep landing hits.
Impact Barrage – A control skill if anything, this conal AOE strike knocks back everything in its path, dishing out slight Physical damage when it does. Paired with Tactical Maneuver, it's a good way for Moren to escape if he isn't already surrounded. Skilled players can flank a target to knock them back into hazards – like the team, a tower, or his own ultimate.
Magnetic Storm – Lending itself to a combo with Impact Barrage, Moren's AOE ultimate causes a magnetic storm on the target location, damaging enemies caught within and slowing them significantly. Knock targets into this with Impact Barrage, and they'll be stunned for 1.5 seconds, leaving them wide-open for a shutdown.
Skill Order
Moren's high damage and fairly low survivability makes him a prime candidate for assassins like Zill and Butterfly. For that, it's best to focus on his core values – hard-hitting and frequent auto-attacks. Technical skillshots like an Impact Barrage into a Magnetic Storm are all well and good, but you'll be stepping into harms way in your attempt to line them up. The cooldown of Impact Barrage won't get any shorter through upgrades, either; it just doesn't stand out as part of a rotation and should only be seen as a strategic strike.
So, rather than banking on skillshots throughout the match, aim to rely on the benefits of Tactical Maneuver and Precision to launch consistent assaults. Once it's maxxed out, Impact Barrage can be powered up from then on – though Magnetic Storm will cap before then.
Talents
Disrupt – Although Moren excels as a mobile Jungler, his mobility and attack speed makes him great at knocking down towers. Equip him with Disrupt, and tower diving low-health heroes early on becomes a very viable strategy and a great way to snowball in those crucial opening moments. Either save Disrupt to slaughter an unsuspecting defender beneath their own tower, or use it to crush the structure before it has a chance to fight back. This becomes easier as Moren becomes stronger. Roll in with max stacks for the best experience.
Purify – This one may seem a little unorthodox, but the benefits become apparent in the later in the game. Moren can control his opponents, sure, but when you're balancing the uptime of your buffs and micro-managing Precision stacks, aiming to lock a group of opponents into a well-aimed Magnetic Field is far trickier than simply gunning them down. Relying on Lifesteal and fast strikes to keep him alive in team fights, stuns are Moren's worst nightmare as they complete negate his main strategy. Arena of Valor heroes have control effects spewing out of them at all times, so having Purify handy when rolling into a larger skirmish can give you the time to bait their more dangerous openers and lead them into a false sense of security. If you're feeling confident, it could give you the time to line up that stun combo we talked about.
Heal – Never a bad choice, Heal may not do much for a late-game Moren that survives by drinking the essence of those he blasts, but it's a great way to keep your team fighting fit in a pinch. Unlike some other similar titles, receiving mutiple Heals doesn't diminish its effects, meaning more heroes packing a powerful arena-wide heal can greatly increase the odds of surviving a fight long enough to turn the tide of battle. With more high HP heroes on your side, the less you need to worry about your own chances of survival.
Items
Moren prides himself on hitting hard and fast, then makes the most of that talent by having it rip through armored enemies and convert that killing power back into his own healthpool.
A staple of hard-hitting AP heroes, Claves Sancti stands out with its massive 30% Critical Chance boon and low cost. Although Moren already enjoys speeding around the battlefield thanks to Tactical Maneuver, Claves Sancti further boosts his movement speed with each critical hit, allowing him greater freedom when it comes to chasing down a speedy foe. Sonic Boots, on the other hand, are seen as an early defensive choice, granting additional armor and reducing the damage he takes from auto-attacks, elongating the time he can spend fighting back.
Another staple of the role, Slikk's Sting comes in to further boost the damage of Moren's frequent Critical Hits, increasing their chance per hit, and speeding up the likelihood through Attack Speed alone. The Beast then comes along to grant the brunt of Moren's less time-based Lifesteal capabilities, drastically boosting his survivability in the late-game, and giving him a very easy way of regaining lost HP without having to teleport back to base after each fight.
Arcana
Attack Power takes full control of Moren's way of thinking when on the topic of Arcana. Newcomers with a limited Tier-1 selection will typically need to build a more robust Moren, with Purple and Green slots focusing on survivability stats like Lifesteal and Armor/Magic Defense due to a lack of variety despite the specific item build covering those stats in a similar fashion. If that sounds like you, Strength, Leech, and Willpower are your only options.
Moving into Tier-2 Arcana, and Moren goes on the offensive, earning Attack Damage from both the Red and Purple slots with Batter and Passion. These award substats in Attack Speed and Max HP respectively. Both will ultimately aid his survivability in similar ways once The Beast is picked up in battle. Ravage works much the same way, increased Moren's healthpool and increase his ability to siphon HP from bulkier targets.
If you're looking to main the stocky cannon master, costly Tier-3 Arcana can build him for maximum carnage. Indomitable, Assassinate, and Valiance are the recommended picks. You won't be looking at quite as much Attack Damage compared to a typical Tier-2 spread, but the massive gains in Max HP and overall speed should make up for it over time.
Those who want to embrace Moren's non-canon vampiric side, however, could stack Bloodlust and Rampage in the Red slots, Tyrant in Purple, and Valiance in Green.
Early Game
Without infringing on a dedicated Jungler, Moren welcomes some alone time in the middle lane, where his respectable early-game mobility can be used to quickly aid adjacent lanes in a pinch. As the very definition of an ADC, however, he's a fully viable bottom lane choice that pairs well with anyone that comes packing a stun as part of their initial lineup – think Alice or TeeMee.
As ever, farming should be your absolute focus for now; but any opportunity to snowball with a quick kill with drastically increase your stopping power early on. The quicker you manage to break out the Claves Sancti, the more respect you'll command out in the field as slow-moving tanks break under the pressure of your kiting abilities.
Fighting larger battles won't be a great strategy right now, but that will change with time. Get used to triggering Tactical Maneuver on every third stack to maximize while farming minions, but aim to trigger it right as it comes off cooldown when engaging an enemy hero. You need to pump out as much damage as possible in the shortest period of time, and timing its execution with the passive cooldown reset helps with the spike damage, alongside the armor and lifesteal you'll need to keep that competitive edge.
If you're rocking Disrupt as your Talent of choice, surprise a fleeing foe by murdering them under a silenced tower if they're particularly low on health. It might not work a second time, but securing First Blood will really put you ahead.
Mid Game
In terms of increased survivability, it takes Moren a little while to get going. Relying on a short – but powerful – Lifesteal buff every, and a stackable armor boost every now and then certainly helps, but it means being caught off-guard will lead to a tricky situation.
Staying ahead of the game is always on the agenda with our resident dwarf, meaning staying on top of minion kills is a top priority. Not only is farming these critters good for cashflow, but it's a great way to maintain the buff stacks that can really make a difference when the enemy comes knocking on whichever lane you happen to be on at the time. With high stacks of armor and great command of your Lifesteal buff, dealing some heavy damage to an approaching enemy can make quick work of the threat – whether they die or simply flee. Instill fear into them any way you can, but aim to keep your stack count high through nearby minions if needed so that any assault on a tower can happen when you're at the top of your game and ready to defend yourself against those defending their keep.
Thanks to the high mobility allowed by Tactical Maneuver, Moren makes a great case as a lane defender. It's easy for him to glide between lanes, meaning he can quickly come to the aid of allies to defend against smaller assaults. If you find yourself in this situation, plot a route beforehand that includes plenty of monsters to strike as you make your way across the map. This helps ensure any buff stacks remain in effect, and that your Precision count is close to resetting Tactical Maneuver yet again, allowing for that spike damage mentioned earlier. If possible, sneak into the nearby brush and get ready to launch Magnetic Storm either on the enemy's forward advance, or their retreat path depending on their health. Knock them into the storm with Impact Barrage to stun them long enough for a continued assault or a hasty retreat.
If you're already far ahead of the game, you can continue this level of pressure to minimize the chance of the enemy standing up to you later in the game. Otherwise, continue to focus on farming and harassing nearby towers.
Late Game
Once you've added The Beast to your equipment pool, Lifesteal becomes the dominant factor of your assault opportunities. Paired with large critical strikes and an abundance of Attack Speed, your survivability will surge. To make the most of it in a team fight, however, you'll need to ensure your bonus armor stacks are high before engaging in a large battle – otherwise melee assassins will cut you down before you have a chance to siphon life back into your veins.
The Beast plays a major role both in and out of large-scale brawls, as the Lifesteal factor allows Moren to rapidly regenerate health lost in a skirmish without heading back to base. Charging through the jungles with his impressive movement speed perks allows him to quickly acquire Sage and Might Golem buffs and tackle river creatures – included the Dark Slayer – with ease. Use this stopping power as a way to increase the likelihood of your team peeling through targets without having you permanently at their heel. Just like how you might rushed in to save lanes earlier in the match, you still excel at coming in late to mop up targets already occupied with the rest of your group. If handled correctly, you should always have a considerable amount of Tactical Maneuver stacks piled up, and a reset ready to burst your way through the the weakened opposition.
Once at the enemy gates, closing off a side of their tower with Magnetic Storm is one way to have them funnel into a choke for other allies to bombard – or to knock back with Impact Barrage for some more time on the tower. Any targets breaking off to attack from the walls can usually be pushed back with your ranged attacks, but you may opt to silence the tower with Disrupt and launch a full-scale attack on those looking to defend under the embrace of their powerful turret. Just remember – those armor stacks won't help you against its periodic attacks.
If things aren't working out by pushing straight through the front door, switch back into mobile laning mode while your allies stand their ground. Pop Tactical Maneuver and use the burst of speed to push through some more towers. The trip through should help you maintain stacks, you'll knock through a tower with relative ease, and help peel the enemy team off your own by spreading them thinner with more places to defend.
Should you find yourself spread thin closer to your own base, attempt to stay mobile and harass the enemy team without getting too close to the danger. Any kind of stun is bad news for Moren, but your team will be relying on your meaty strikes to stave off the approaching opposition. Aim to catch squishier opponents off guard, leaving tankier targets for last. If you notice them turning to fight you, pop your speed boost again and retreat back to a safe space. Take some river creatures or deny the other team any jungle buffs. It'll all help you regain any lost HP, and allow you to spring up to surprise them again and again, ultimately slowing their assault.
FAQ/Tips
Moren's passive Lifesteal effect kicks in with each 5th attack. It can't be stacked or extended, but rapid attacks will ensure it's in effect more often than not.
The defensive boost from Tactical Maneuver increases with each skill level, granting Moren more defense than some tanks early on. Depsite this, his survivabiltiy is still questionable due to low Max HP.
You don't have to knock a target into Magnetic Storm for the stun to activate. It'll still happen if they were already caught within when Impact Barrage makes contact.
Tapping Tactical Maneuver at the moment it refreshes is crucial to winning late-game fights. The additional hit can drastically increase Moren's available HP.
Normal attacks won't increase the stack count of Tactical Maneuver, but it will maintain its effect long enough to gain a new stack by having the cooldown reset through the Precision passive.
Counters
A powerhouse across the board, Moren suffers from low HP and a control effect that relies on a risky skillshot. Furthermore, he's dependant on stacks to keep on top form, making control effects the catalyst in his swift defeat. He's able to take on most assassins in mortal combat later in the match thanks to his fast attacks and lifesteal capabilities, but anyone able to stun him in the presence of an ally can make quick work of him. Tanks are the greatest answer with their vast amount of control abilities and ability to stand up to his assaults, but they'll need backup to take him down. Those with long-reaching attacks or lunges are best when it comes to pinning down a fleet-footed Moren. Lumburr, Arthur, Xeniel, and Toro stand out here.
When it comes to fighting on the side of a Moren, pinning down opponents makes it far easier to line up a Magnetic Storm/Impact Barrage combo, making one stun lead into another. Even without a successful combo, any slowdown thrown at the enemy makes it far easier for Moren to assault them with a few resets of Tactical Maneuver. If occupying bottom lane with an ally, TeeMee would be one the better picks with a similar movement speed boost that stuns a group of targets. The bonus Gold offered by TeeMee's passive can drastically increase the chance of Moren snowballing, too. If your team doesn't have TeeMee on hand, Chaugnar would be another strong Tank choice with his unique abilities to negate the control effects that typically spell disaster for Moren's ebb and flow. For raw support, the constant shields offered by Alice can dramatically increase Moren's effectiveness.
Items
Claves Sancti
Sonic Boots
Slikk's Sting
The Beast
Muramasa
Spear of Longinus
Talents
Disrupt
Purify
Heal
Introduction
Dwarfed in size by many other characters, Moren packs a lot of punch behind his stocky demeanor; mostly thanks to his gigantic 2-handed cannon. Call this a shotgun just like the man himself, but it doesn't really feel like one given the speed at which it fires later in the game. Yes, just like any other Ranged hero, Moren seeks to hit hard and fast. Break out those Attack Speed items, folks, it's meta time again.
A little fragile at times, playing Moren requires map and movement mastery, or nerves of steel. That last part comes into effect in the late game phase where Moren can essentially outlive a group of opponents through sheer Lifesteal alone. Frequent critical strikes and rapid attacks can often sap the life from your enemies quicker than they can burn through it – but you have be on top of your game to get the most from it.
Skills
Precision – Similar to a few other heroes, Moren accumulates stacks beneath his healthbar as attacks and abilities go off. On the fifth stack, the slate is wiped clean, refreshing Moren's Tactical Maneuver ability and granting him between 12-26% Lifesteal (based on level). What the tooltip doesn't mention, however, is that the resulting buff only lasts around 1-2 seconds – though the stacks stick around long enough to use tactically.
Tactical Maneuver – The 9 second cooldown of this ability doesn't mean much given how quickly it's reset through a full Precision stack. Upon activation, Moren gains a massive 40% Movement Speed increase, his next auto-attack hits twice, and he gains bonus Armor and Magic Defense for 5 seconds. The bonus defensive buffs can be stacked 7 times with repeat activation, or extended through additional auto-attacks, allowing for a max value of 490 available for as long as you can keep landing hits.
Impact Barrage – A control skill if anything, this conal AOE strike knocks back everything in its path, dishing out slight Physical damage when it does. Paired with Tactical Maneuver, it's a good way for Moren to escape if he isn't already surrounded. Skilled players can flank a target to knock them back into hazards – like the team, a tower, or his own ultimate.
Magnetic Storm – Lending itself to a combo with Impact Barrage, Moren's AOE ultimate causes a magnetic storm on the target location, damaging enemies caught within and slowing them significantly. Knock targets into this with Impact Barrage, and they'll be stunned for 1.5 seconds, leaving them wide-open for a shutdown.
Skill Order
Moren's high damage and fairly low survivability makes him a prime candidate for assassins like Zill and Butterfly. For that, it's best to focus on his core values – hard-hitting and frequent auto-attacks. Technical skillshots like an Impact Barrage into a Magnetic Storm are all well and good, but you'll be stepping into harms way in your attempt to line them up. The cooldown of Impact Barrage won't get any shorter through upgrades, either; it just doesn't stand out as part of a rotation and should only be seen as a strategic strike.
So, rather than banking on skillshots throughout the match, aim to rely on the benefits of Tactical Maneuver and Precision to launch consistent assaults. Once it's maxxed out, Impact Barrage can be powered up from then on – though Magnetic Storm will cap before then.
Talents
Disrupt – Although Moren excels as a mobile Jungler, his mobility and attack speed makes him great at knocking down towers. Equip him with Disrupt, and tower diving low-health heroes early on becomes a very viable strategy and a great way to snowball in those crucial opening moments. Either save Disrupt to slaughter an unsuspecting defender beneath their own tower, or use it to crush the structure before it has a chance to fight back. This becomes easier as Moren becomes stronger. Roll in with max stacks for the best experience.
Purify – This one may seem a little unorthodox, but the benefits become apparent in the later in the game. Moren can control his opponents, sure, but when you're balancing the uptime of your buffs and micro-managing Precision stacks, aiming to lock a group of opponents into a well-aimed Magnetic Field is far trickier than simply gunning them down. Relying on Lifesteal and fast strikes to keep him alive in team fights, stuns are Moren's worst nightmare as they complete negate his main strategy. Arena of Valor heroes have control effects spewing out of them at all times, so having Purify handy when rolling into a larger skirmish can give you the time to bait their more dangerous openers and lead them into a false sense of security. If you're feeling confident, it could give you the time to line up that stun combo we talked about.
Heal – Never a bad choice, Heal may not do much for a late-game Moren that survives by drinking the essence of those he blasts, but it's a great way to keep your team fighting fit in a pinch. Unlike some other similar titles, receiving mutiple Heals doesn't diminish its effects, meaning more heroes packing a powerful arena-wide heal can greatly increase the odds of surviving a fight long enough to turn the tide of battle. With more high HP heroes on your side, the less you need to worry about your own chances of survival.
Items
Moren prides himself on hitting hard and fast, then makes the most of that talent by having it rip through armored enemies and convert that killing power back into his own healthpool.
A staple of hard-hitting AP heroes, Claves Sancti stands out with its massive 30% Critical Chance boon and low cost. Although Moren already enjoys speeding around the battlefield thanks to Tactical Maneuver, Claves Sancti further boosts his movement speed with each critical hit, allowing him greater freedom when it comes to chasing down a speedy foe. Sonic Boots, on the other hand, are seen as an early defensive choice, granting additional armor and reducing the damage he takes from auto-attacks, elongating the time he can spend fighting back.
Another staple of the role, Slikk's Sting comes in to further boost the damage of Moren's frequent Critical Hits, increasing their chance per hit, and speeding up the likelihood through Attack Speed alone. The Beast then comes along to grant the brunt of Moren's less time-based Lifesteal capabilities, drastically boosting his survivability in the late-game, and giving him a very easy way of regaining lost HP without having to teleport back to base after each fight.
Arcana
Attack Power takes full control of Moren's way of thinking when on the topic of Arcana. Newcomers with a limited Tier-1 selection will typically need to build a more robust Moren, with Purple and Green slots focusing on survivability stats like Lifesteal and Armor/Magic Defense due to a lack of variety despite the specific item build covering those stats in a similar fashion. If that sounds like you, Strength, Leech, and Willpower are your only options.
Moving into Tier-2 Arcana, and Moren goes on the offensive, earning Attack Damage from both the Red and Purple slots with Batter and Passion. These award substats in Attack Speed and Max HP respectively. Both will ultimately aid his survivability in similar ways once The Beast is picked up in battle. Ravage works much the same way, increased Moren's healthpool and increase his ability to siphon HP from bulkier targets.
If you're looking to main the stocky cannon master, costly Tier-3 Arcana can build him for maximum carnage. Indomitable, Assassinate, and Valiance are the recommended picks. You won't be looking at quite as much Attack Damage compared to a typical Tier-2 spread, but the massive gains in Max HP and overall speed should make up for it over time.
Those who want to embrace Moren's non-canon vampiric side, however, could stack Bloodlust and Rampage in the Red slots, Tyrant in Purple, and Valiance in Green.
Early Game
Without infringing on a dedicated Jungler, Moren welcomes some alone time in the middle lane, where his respectable early-game mobility can be used to quickly aid adjacent lanes in a pinch. As the very definition of an ADC, however, he's a fully viable bottom lane choice that pairs well with anyone that comes packing a stun as part of their initial lineup – think Alice or TeeMee.
As ever, farming should be your absolute focus for now; but any opportunity to snowball with a quick kill with drastically increase your stopping power early on. The quicker you manage to break out the Claves Sancti, the more respect you'll command out in the field as slow-moving tanks break under the pressure of your kiting abilities.
Fighting larger battles won't be a great strategy right now, but that will change with time. Get used to triggering Tactical Maneuver on every third stack to maximize while farming minions, but aim to trigger it right as it comes off cooldown when engaging an enemy hero. You need to pump out as much damage as possible in the shortest period of time, and timing its execution with the passive cooldown reset helps with the spike damage, alongside the armor and lifesteal you'll need to keep that competitive edge.
If you're rocking Disrupt as your Talent of choice, surprise a fleeing foe by murdering them under a silenced tower if they're particularly low on health. It might not work a second time, but securing First Blood will really put you ahead.
Mid Game
In terms of increased survivability, it takes Moren a little while to get going. Relying on a short – but powerful – Lifesteal buff every, and a stackable armor boost every now and then certainly helps, but it means being caught off-guard will lead to a tricky situation.
Staying ahead of the game is always on the agenda with our resident dwarf, meaning staying on top of minion kills is a top priority. Not only is farming these critters good for cashflow, but it's a great way to maintain the buff stacks that can really make a difference when the enemy comes knocking on whichever lane you happen to be on at the time. With high stacks of armor and great command of your Lifesteal buff, dealing some heavy damage to an approaching enemy can make quick work of the threat – whether they die or simply flee. Instill fear into them any way you can, but aim to keep your stack count high through nearby minions if needed so that any assault on a tower can happen when you're at the top of your game and ready to defend yourself against those defending their keep.
Thanks to the high mobility allowed by Tactical Maneuver, Moren makes a great case as a lane defender. It's easy for him to glide between lanes, meaning he can quickly come to the aid of allies to defend against smaller assaults. If you find yourself in this situation, plot a route beforehand that includes plenty of monsters to strike as you make your way across the map. This helps ensure any buff stacks remain in effect, and that your Precision count is close to resetting Tactical Maneuver yet again, allowing for that spike damage mentioned earlier. If possible, sneak into the nearby brush and get ready to launch Magnetic Storm either on the enemy's forward advance, or their retreat path depending on their health. Knock them into the storm with Impact Barrage to stun them long enough for a continued assault or a hasty retreat.
If you're already far ahead of the game, you can continue this level of pressure to minimize the chance of the enemy standing up to you later in the game. Otherwise, continue to focus on farming and harassing nearby towers.
Late Game
Once you've added The Beast to your equipment pool, Lifesteal becomes the dominant factor of your assault opportunities. Paired with large critical strikes and an abundance of Attack Speed, your survivability will surge. To make the most of it in a team fight, however, you'll need to ensure your bonus armor stacks are high before engaging in a large battle – otherwise melee assassins will cut you down before you have a chance to siphon life back into your veins.
The Beast plays a major role both in and out of large-scale brawls, as the Lifesteal factor allows Moren to rapidly regenerate health lost in a skirmish without heading back to base. Charging through the jungles with his impressive movement speed perks allows him to quickly acquire Sage and Might Golem buffs and tackle river creatures – included the Dark Slayer – with ease. Use this stopping power as a way to increase the likelihood of your team peeling through targets without having you permanently at their heel. Just like how you might rushed in to save lanes earlier in the match, you still excel at coming in late to mop up targets already occupied with the rest of your group. If handled correctly, you should always have a considerable amount of Tactical Maneuver stacks piled up, and a reset ready to burst your way through the the weakened opposition.
Once at the enemy gates, closing off a side of their tower with Magnetic Storm is one way to have them funnel into a choke for other allies to bombard – or to knock back with Impact Barrage for some more time on the tower. Any targets breaking off to attack from the walls can usually be pushed back with your ranged attacks, but you may opt to silence the tower with Disrupt and launch a full-scale attack on those looking to defend under the embrace of their powerful turret. Just remember – those armor stacks won't help you against its periodic attacks.
If things aren't working out by pushing straight through the front door, switch back into mobile laning mode while your allies stand their ground. Pop Tactical Maneuver and use the burst of speed to push through some more towers. The trip through should help you maintain stacks, you'll knock through a tower with relative ease, and help peel the enemy team off your own by spreading them thinner with more places to defend.
Should you find yourself spread thin closer to your own base, attempt to stay mobile and harass the enemy team without getting too close to the danger. Any kind of stun is bad news for Moren, but your team will be relying on your meaty strikes to stave off the approaching opposition. Aim to catch squishier opponents off guard, leaving tankier targets for last. If you notice them turning to fight you, pop your speed boost again and retreat back to a safe space. Take some river creatures or deny the other team any jungle buffs. It'll all help you regain any lost HP, and allow you to spring up to surprise them again and again, ultimately slowing their assault.
FAQ/Tips
Moren's passive Lifesteal effect kicks in with each 5th attack. It can't be stacked or extended, but rapid attacks will ensure it's in effect more often than not.
The defensive boost from Tactical Maneuver increases with each skill level, granting Moren more defense than some tanks early on. Depsite this, his survivabiltiy is still questionable due to low Max HP.
You don't have to knock a target into Magnetic Storm for the stun to activate. It'll still happen if they were already caught within when Impact Barrage makes contact.
Tapping Tactical Maneuver at the moment it refreshes is crucial to winning late-game fights. The additional hit can drastically increase Moren's available HP.
Normal attacks won't increase the stack count of Tactical Maneuver, but it will maintain its effect long enough to gain a new stack by having the cooldown reset through the Precision passive.
Counters
A powerhouse across the board, Moren suffers from low HP and a control effect that relies on a risky skillshot. Furthermore, he's dependant on stacks to keep on top form, making control effects the catalyst in his swift defeat. He's able to take on most assassins in mortal combat later in the match thanks to his fast attacks and lifesteal capabilities, but anyone able to stun him in the presence of an ally can make quick work of him. Tanks are the greatest answer with their vast amount of control abilities and ability to stand up to his assaults, but they'll need backup to take him down. Those with long-reaching attacks or lunges are best when it comes to pinning down a fleet-footed Moren. Lumburr, Arthur, Xeniel, and Toro stand out here.
When it comes to fighting on the side of a Moren, pinning down opponents makes it far easier to line up a Magnetic Storm/Impact Barrage combo, making one stun lead into another. Even without a successful combo, any slowdown thrown at the enemy makes it far easier for Moren to assault them with a few resets of Tactical Maneuver. If occupying bottom lane with an ally, TeeMee would be one the better picks with a similar movement speed boost that stuns a group of targets. The bonus Gold offered by TeeMee's passive can drastically increase the chance of Moren snowballing, too. If your team doesn't have TeeMee on hand, Chaugnar would be another strong Tank choice with his unique abilities to negate the control effects that typically spell disaster for Moren's ebb and flow. For raw support, the constant shields offered by Alice can dramatically increase Moren's effectiveness.
Guide Of Hero AOV
- Zuka
- Zill
- Nakroth
- Murad
- Zephys
- Zanis
- Yorn
- Wukong: Crit King of the Dynamite Stick
- Monkey around with the Monkey King, Wukong in the top lane
- Violet: Bring Guns to a Knife Fight
- Violet: The Pistol Assassin
- Veera: Harvest the Mid Lane
- Veera: Lust Leads to Loss (of Life)
- Valhein: Your First Attacker
- Valhein: Bang-Bang, He Shot You Down
- Tulen: The Lightning Mage Who Tips The Scales
- Toro: Call Shots as the Bull
- Toro: The Harassing Tank
- Joker: Ever danced with the devil in the pale moonight?
- Thane: King of the Bottom Lane!
- Thane: Long Live the King
- Tel'Annas: The Elf Queen in the Bot Lane
- Tel'Annas: Queen of the Jungle
- TeeMee: Hybrid Tank Support With A Taste For Gold
- Taara: Rumble in the Jungle
- Taara: The Undying Warrior
- Slimz: Hop into the Jungle
- Slimz: Murder in the Fur Degree
- Skud: Guided Missile
- Ryoma in the Jungle
- Raz: The Sweet Science
- Preyta: Rain Hell from the Dragon's Back
- Peura: Nature’s Gift Of The Centaur
- Ormarr: Hammer Time
- Ormarr:Leading the Charge
- Omega: The Jungling Mech
- Omega: The drill that will pierce the heavens
- Natalya: The Parasitic Glass Cannon
- Natalya:Arcane Master DX
- Moren: Approaching Vampirism
- Mina:Fear The Reaper
- Mganga: 50% Voodoo, 50% Jester, and 100% Crazy
- Mganga: The Clown Prince of Heals
- Maloch: No Mercy For the Top lane
- Lumburr: Taking the Front Lines
- Lumburr:Perpetual Support
- Lumburr: Elemental Linebacker
- Lindis: She's the bushes,man!
- Krixi: the tricky pixie
- Kriknak: Death from Above
- Kil' Groth: The terror of The depths
- Kahlii: God-Tier Mage
- Kahlii: The Aspect of Vengence
- Jinnar: The True Orb Walker
- Ilumia: Illuminating The Mid Lane
- Wonder woman
- Ignis: Burning Up the Mid Lane
- Grakk: The Unkillable Executioner
- Grakk: Manic Butcher
- Gildur: He's Got The Midas Touch
- Gildur:God of The Stun
- Fennik: How to Finish Fights as the Lightning Fox
- Fennik: Fox In A Dangerous Jungle
- Diaochan: Letting it go with Diao Chan, the Crystal Queen
- Diaochan: Unrelenting Lady Shiva
- Diaochan: Nuclear Winter
- Cresht:Deep Diving the Top Lane
- Cresht: The Resilient Sentry
- Chaugnar: Sending Crowd Control to the Void
- Butterfly: Big Daggers, Bigger Damage
- Batman: Not In Gotham Anymore
- Azzen'Ka:The Long Range Control Mage
- Aleister: The Magical Prison Warden
- Alice: Going APe
- Aleister: The Keep-Away Magician With A Cardboard Helmet
- Wiro: Warrior 212
- Superman: Breakdown of Enemy Strategies
- Moren: The Ranged Heavy Hitter
Sabtu, 15 Desember 2018
Zuka
Build and Guide Zuka
A guide to Arena of Valor's Zuka, the Pandharma Master. Zuka is able to jump into battle and strike enemies with his bamboo staff. His mobility is near unmatched, able to roll around the battle field to get close or evade enemy attacks
Hero Basic Strategy
Laning Strategy
Zuka can be used either in the jungle or in the Slayer lane. His abilities are both good for ganking or in dominating duels.
Use Zuka’s ganking potential to put pressure on the lanes as much as possible.
Leveling Progression
Max Pain on a Stick first. This will serve as his main damaging ability as well as his best means of movement.
Panda Chariot should only be focused first if the shield is assisting a lot in team fights. Take note that the shield’s scaling relies more on your attack damage than its level.
Level Skyfall whenever it’s available.
Battle Strategy
Solo Fights – Open up with Skyfall, or use Panda Chariot to enter the fight with a defensive edge. Alternate your abilities with basic attacks to take full advantage of the enhancement that each ability provides. Your abilities will make it very difficult for your target to escape, as the movement will let you stick close to them. Try only to engage when The Chi is available in order to maximize your damage output.
Team Fights – Don’t put yourself in positions where you will be taking a lot of damage. You want to be at the back of the fight, picking off the squishy damage dealers. Wait for your tanks and initiators to start the team fight and for the fight to pick up steam. Once their tanks and initiators are preoccupied, jump to the squishy targets with Skyfall before unleashing the rest of your abilities.
Escaping Fights – Zuka’s full set of movement abilities makes escaping very easy. Any one of them can be used to jump through walls, Pain on a Stick can even be used twice in succession.
Abilities
The Chi – Every 15 seconds, dealing damage to an enemy hero triggers Zuka’s Chi, increasing his attack damage by 30/35/40/45% of attack damage (increasing at level 5/9/13) for the next 5 seconds.
The Chi only activates when you have dealt damage to an enemy hero. Zuka will glow when the effect is active
This effect stacks with his abilities’ empowerment of auto attacks. Use this in unison with his abilities to deal the maximum damage possible.
The additional damage also affects towers when active.
Pain on a Stick – Zuka raises his staff and charges forward, dealing 135/160/185/210/235/260 (+0.9 AD)ˀ physical damage to nearby enemies. This ability can be used again within 5 seconds of the first use and each use enhances Zuka’s next normal attack, increasing its range and dealing an additional (+0.5 AD) physical damage.
It’s important that you auto attack after each cast of this ability. Casting the ability a second time before attacking will waste some of its damage potential.
The ability’s cooldown starts after the second use of the skill or five seconds after the first use
Panda Chariot – Zuka rolls forward, dealing 100/120/140/160/180/200 (+0.35 AD) physical damage to enemies in his path. On a successful hit, Zuka gains a shield that absorbs 150/180/210/240/270/300 (+1.5 AD) damage for 2.5 seconds and enhances his next normal attack to deal an additional (+0.5 AD) physical damage and knocking enemies into the air for 1 second.
Panda Chariot is best used near enemies, as the shield only activates when you hit one with the initial roll.
The shield will activate no matter what kind of unit Zuka strikes.
This is also a great ability to use against escaping enemies, the empowered auto attack gaining a knock up. When ganking enemies, you can use this after Skyfall to further suppress the target.
Skyfall – Zuka leaps up and crushes his enemies from above, dealing 500/650/800 (+1 AD) physical damage to enemies in the target area and stunning them for 1 second. His next normal attack will deal an additional (+0.5 AD)physical damage to nearby enemies.
Cast Skyfall from the brush to surprise your opponents.
As with all of Zuka’s abilities, do not forget to auto attack right afterwards.
When ganking, wait for your passive before using this ability in order to deal as much damage as possible.
How to Counter Zuka
Zuka has a ton of mobility to catch unsuspecting enemies from far away. Be sure to teleport back to base immediately when you are in critical health.
It’s best to kill Zuka immediately when he enters a team fight. He is a fairly squishy hero that can easily be killed with bursty abilities and crowd control.
Build item
.Spear of longinus
.Gilded Greaves
.Rankbreaker
.omni arms
.Shield of the lost
.Hercules Madnes
Hero Arcana
Zuka will benefit most from arcana that enhance his damage output. Taking Onslaught, Assassinate, and Skewer will make him more effective in skirmishes and teamfights.
Players can alternatively take defensive arcana in order to stay in fights longer. Indomitable, Benevolence, and Valiance are good choices in this regard.
Strengths
Very High Mobility – Zuka is very mobile, all of his abilities able to be used either to engage or escape from enemies. When comboed together, he can leap up to four times. These also allow him to pass through walls, making Zuka a very hard hero to outmaneuver.
High Damage Output – Zuka’s damage is nearly unmatched by other junglers within the game. In addition, his passive gives him a ton of damage after attacking enemy heroes every 20 seconds. All of his abilities also empower his auto attacks every time they are cast, making him one of the best warrior/assassin junglers in the game.
Cooldown Based Hero – None of Zuka’s abilities require mana, only limited by their cooldowns. This, in turn, lessens his burden when casting abilities, letting him spam them as much as he wants in team fights.
Weaknesses
Difficult – Despite his high damage output and no-cost abilities, Zuka can be hard to play. A character who moves with each ability cast can be difficult to control for new players. You need to know when to enter a team fight and when to exit, pacing your ability usage to fit these situations.
Squishy – Zuka can be easily burst down by mages and other carries. His kit also forces him to get into the middle of team fights to attack the team’s squishier heroes. As such, a single mistake can spell danger for him. Building tanky is also not recommended as your damage potential will fall off as a result.
A guide to Arena of Valor's Zuka, the Pandharma Master. Zuka is able to jump into battle and strike enemies with his bamboo staff. His mobility is near unmatched, able to roll around the battle field to get close or evade enemy attacks
Hero Basic Strategy
Laning Strategy
Zuka can be used either in the jungle or in the Slayer lane. His abilities are both good for ganking or in dominating duels.
Use Zuka’s ganking potential to put pressure on the lanes as much as possible.
Leveling Progression
Max Pain on a Stick first. This will serve as his main damaging ability as well as his best means of movement.
Panda Chariot should only be focused first if the shield is assisting a lot in team fights. Take note that the shield’s scaling relies more on your attack damage than its level.
Level Skyfall whenever it’s available.
Battle Strategy
Solo Fights – Open up with Skyfall, or use Panda Chariot to enter the fight with a defensive edge. Alternate your abilities with basic attacks to take full advantage of the enhancement that each ability provides. Your abilities will make it very difficult for your target to escape, as the movement will let you stick close to them. Try only to engage when The Chi is available in order to maximize your damage output.
Team Fights – Don’t put yourself in positions where you will be taking a lot of damage. You want to be at the back of the fight, picking off the squishy damage dealers. Wait for your tanks and initiators to start the team fight and for the fight to pick up steam. Once their tanks and initiators are preoccupied, jump to the squishy targets with Skyfall before unleashing the rest of your abilities.
Escaping Fights – Zuka’s full set of movement abilities makes escaping very easy. Any one of them can be used to jump through walls, Pain on a Stick can even be used twice in succession.
Abilities
The Chi – Every 15 seconds, dealing damage to an enemy hero triggers Zuka’s Chi, increasing his attack damage by 30/35/40/45% of attack damage (increasing at level 5/9/13) for the next 5 seconds.
The Chi only activates when you have dealt damage to an enemy hero. Zuka will glow when the effect is active
This effect stacks with his abilities’ empowerment of auto attacks. Use this in unison with his abilities to deal the maximum damage possible.
The additional damage also affects towers when active.
Pain on a Stick – Zuka raises his staff and charges forward, dealing 135/160/185/210/235/260 (+0.9 AD)ˀ physical damage to nearby enemies. This ability can be used again within 5 seconds of the first use and each use enhances Zuka’s next normal attack, increasing its range and dealing an additional (+0.5 AD) physical damage.
It’s important that you auto attack after each cast of this ability. Casting the ability a second time before attacking will waste some of its damage potential.
The ability’s cooldown starts after the second use of the skill or five seconds after the first use
Panda Chariot – Zuka rolls forward, dealing 100/120/140/160/180/200 (+0.35 AD) physical damage to enemies in his path. On a successful hit, Zuka gains a shield that absorbs 150/180/210/240/270/300 (+1.5 AD) damage for 2.5 seconds and enhances his next normal attack to deal an additional (+0.5 AD) physical damage and knocking enemies into the air for 1 second.
Panda Chariot is best used near enemies, as the shield only activates when you hit one with the initial roll.
The shield will activate no matter what kind of unit Zuka strikes.
This is also a great ability to use against escaping enemies, the empowered auto attack gaining a knock up. When ganking enemies, you can use this after Skyfall to further suppress the target.
Skyfall – Zuka leaps up and crushes his enemies from above, dealing 500/650/800 (+1 AD) physical damage to enemies in the target area and stunning them for 1 second. His next normal attack will deal an additional (+0.5 AD)physical damage to nearby enemies.
Cast Skyfall from the brush to surprise your opponents.
As with all of Zuka’s abilities, do not forget to auto attack right afterwards.
When ganking, wait for your passive before using this ability in order to deal as much damage as possible.
How to Counter Zuka
Zuka has a ton of mobility to catch unsuspecting enemies from far away. Be sure to teleport back to base immediately when you are in critical health.
It’s best to kill Zuka immediately when he enters a team fight. He is a fairly squishy hero that can easily be killed with bursty abilities and crowd control.
Build item
.Spear of longinus
.Gilded Greaves
.Rankbreaker
.omni arms
.Shield of the lost
.Hercules Madnes
Hero Arcana
Zuka will benefit most from arcana that enhance his damage output. Taking Onslaught, Assassinate, and Skewer will make him more effective in skirmishes and teamfights.
Players can alternatively take defensive arcana in order to stay in fights longer. Indomitable, Benevolence, and Valiance are good choices in this regard.
Strengths
Very High Mobility – Zuka is very mobile, all of his abilities able to be used either to engage or escape from enemies. When comboed together, he can leap up to four times. These also allow him to pass through walls, making Zuka a very hard hero to outmaneuver.
High Damage Output – Zuka’s damage is nearly unmatched by other junglers within the game. In addition, his passive gives him a ton of damage after attacking enemy heroes every 20 seconds. All of his abilities also empower his auto attacks every time they are cast, making him one of the best warrior/assassin junglers in the game.
Cooldown Based Hero – None of Zuka’s abilities require mana, only limited by their cooldowns. This, in turn, lessens his burden when casting abilities, letting him spam them as much as he wants in team fights.
Weaknesses
Difficult – Despite his high damage output and no-cost abilities, Zuka can be hard to play. A character who moves with each ability cast can be difficult to control for new players. You need to know when to enter a team fight and when to exit, pacing your ability usage to fit these situations.
Squishy – Zuka can be easily burst down by mages and other carries. His kit also forces him to get into the middle of team fights to attack the team’s squishier heroes. As such, a single mistake can spell danger for him. Building tanky is also not recommended as your damage potential will fall off as a result.
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