Build And Guide Aleister
Cheat Sheet
General Skill Order
3>1>2
Talents
Flicker, Sprint, Heal
Items
Orb of Magi>Flashy Boots>Frosty’s Revenge>Hecate’s Diadem>Rhea’s Blessing>Holy of Holies
Arcana
9 AP/MP reds,9 HP/MS Purples,9 Arm/MD/CDS
Introduction
Aleister is a control mage that plays a very support role for his team. He uses his long range abilities to stun and slow people or lock down any diving assassins. His low CD ultimate makes him very powerful in the late game as it allows him to constantly lock down enemies for 2.5 seconds every 12 seconds at max cooldown speed. Comboing with magic barrier you are able to stun enemies long enough for your teammates to catch the out of position opponent or kill the diving assassin or tank.
Skill Descriptions/Skill Order
Passive: Wicked Plot
Aleister applies a curse stack with every 3rd normal attack as well as with Magic Barrier and Magic Prison. When Wicked Plot reaches 3 stacks it explodes for true damage.
Ability 1: Magic Barrier
Long range line ability that stuns and slows anyone who touches it. Also applies 1 stack of Curse.
Ability 2: Matrix of Woe
Long range AoE ability that constantly deals damage.
Ability 3: Magic Prison
Medium range targeted stun that constantly deals damage and applies one stack of curse at the start and an additional stack at the end.
You want to level Matrix of Woe first so that you can clear the first few waves of minions without having to auto attack very much. However you want to max Magic Barrier as its cooldown is reduced per level while Matrix of Woe’s is not. A reliable combo is to start off with Magic Prison because it is a targeted ability. As it is about to finish, follow up with Magic Barrier so they are stunned again and triggering Wicked Plot. Finally drop Matrix of Woe while they are stunned and auto attack till dead or other abilities come off cooldown.
Talents
Flicker is a good way to surprise your opponent and catch them out with Magic Prison. Also it gives you a way to escape from assassins or pesky tanks.
Sprint has the same functionality as flicker in which it allows for Aleister to either catch a fleeing enemy or to escape from persistent pursuers.
Using Heal is a good way to bait in enemies under the turret before hitting them with Magic Prison. Also because you are playing a backline support role it can be good for you to use on your allies.
Items
Orb of Magi is a scaling AP/HP item that is generally the starting item for most mages. It provides survivability and stacking AP over time making it a powerful first item. After only 3 minutes it grants an extra 120 AP and 1100 HP.
Flashy boots grant 10% Cooldown speed which gets you closer to the 40% cap allowing you to use your lockdown ultimate more often.
Because you are playing more of a support utility role in your team, you don’t have to rush high damage items right away. The 25% slow works very well with Matrix of Woe allowing you to hit Magic barrier easier as well as allowing for your team to catch up to the caught out enemies. The movement speed is also nice for a caster with no escapes.
Now that you have your utility items you are able to start building more offensively, what better item then Hecate’s Diadem which gives you a hefty flat AP spike as well as 40% buff making all previous and future purchases stronger.
Rhea’s Blessing is very strong when using Magic Prison as it will continually heal you as you deal damage to the stunned enemy. Also that if they do try to kill you during the cast that you will receive a shield when your HP falls below 40%.
Holy of Holies is simply a large amount of AP and HP which is pretty much all you want near the end of the game. This item allows you to melt people with your full combo instead of having to rely on your team.
Arcana
9x [Violate 3] gives 4.2 ability power and 2.4 Magic Pierce each
More AP/MP is simply more damage early, allows you to clear waves and kill players easier.
9x [Benevolence 3] gives 45 HP, 5.2 HP regen per 5 and .4% Movement speed.
Helps with lane sustain and surviving the burst from all types of assassins. Also provides MS so that you can get out or into dangerous situations faster.
9x [Crusader 3] gives 2.7 Armor, 2.7 Magic Defense and .6% Cooldown Speed. These give you some survivability against both types of damage while also getting you closer to the 40% Cooldown Speed cap.
Early Game
Push your lane as much as you can so that you can take any available jungle monsters, preferably the sage golem. When you hit level 4 you can call for your jungler or somebody from either the top or bottom lane to gank. With your long lockdown abilities its nearly a guaranteed kill. Alternatively you can push your wave and roam to either lane or invade the enemy’s jungle.
Mid Game
Begin grouping with your team in a squad of 2 or 3 with the objective of catching people out with Magic Prison so you can get an easy pick before getting the abyssal dragon or enemy buffs. Continue getting picks with your team until you get a strong lead a significant player advantage.
Late Game
Now is the time to abuse your low cooldown lockdown ultimate as its cooldown should be either 15 or 12 seconds long. Group with your entire team and abuse the fog of war by using bushes to get a surprise magic prison to get a player advantage so that you can start contesting the dark slayer. If a team fight breaks out ult whoever walks into range and let your team to do the rest. Depending on who is winning the fight either kite back with your AoE slow and stun or push forward and try to ace the team, using your ultimate on cooldown.
FAQ/Tips
Even if you’re about to die, use Magic Prison as often as you can. It is such a strong ability that Aleister could be viable if it was his only ability.
Magic Prison continues to cast even if you lose vision on your target, so don't cancel just because they walked into a brush!
Don’t feel pressured to get a lot of kills in lane as your power is in roaming to kill other lanes. Though with jungler help you can very easily snowball your lane.
Matchups
Assassins
Batman: Try to preemptively use Matrix of Woe to try and break Batman’s stealth so that you can use either Magic Prison or Magic Barrier to catch him out of position. If he does manage to get on to you immediately use Magic Prison to lock him down.
Butterfly: After she uses her ult use Magic Barrier to create some distance before turning and using Matrix of Woe and Magic Prison to try and widdle her down before finishing her off with either normal attacks or another Magic Barrier.
Kriknak: Because he has so much movement speed it is best not to use either Matrix of Woe or Magic Barrier until you’ve locked him down with Magic Prison. You want to have all your abilities at you disposal if he jumps onto you
Murad: Hard matchup, he has two abilities that make him impossible to hit with your ult. Try to survive until his ultimate is over and he has used Another Dimension. Then lock him down with Magic Prison
Nakroth: Pretty simple matchup, Magic Prison or Magic Barrier after he engages before following up with Matrix of Woe and which ability you did not use previously.
Raz: Because this character has so much movement speed and abilities you want to immediately lock him down with Magic Prison so that you will be able to get the most value out of your other abilities. You can try to predict his dashes and put Magic Barrier in front of him and hope he dashes into them.
Zill: Windshift into tornado is a deadly combo as it allows him to close the game and immediately become untargetable. However this should not be enough damage to kill you so once he comes out of Tornado lock him down with Magic Prison. Then use Magic barrier as Magic Prison is about to end to either get some distance or finish him off.
Mages
Azzen-ka: Because you have similar ranges you will try to stay back and hit you with Sand Punch before moving forward. Your best bet is to catch him with a long range Magic Barrier before walking into range for Magic Prison. If he is able to get off Sand Wraith on you disengage as it will eventually stun you out of Magic Prison.
Diaochan: Stay back and try to hit her with a Magic Barrier, if you try to entiate with Magic Prison she may throw down Diamond Dust and stun you while you are still casting your ult.
Ignis: He doesn’t have a non combo stun so it should be easy to approach him and simply use Magic Prison to lock him down for the rest of your abilities.
Ilumia: Hard hard hard counter. Not just in the 1 on 1 but in all situations. She can simply use Cataclysm the second you use Magic Prison and immediately stun you. You have to wait for this ability to go off before trying anything. Also because Aleister tends to travel with his team he is more likely to be stunned by.
Jinnar: He moves really fast and can damage you while stunned. Try to lock him down before he ults to make sure you survive your channel of Magic Prison.
Kahli: Hard to walk into range due to her slows and her ult making it easy to kite you.
Krixi: Her fast knock up and burst makes it dangerous to get into range to try and use Magic Prison. Try to get a long range Magic Barrier before approaching.
Lauriel: Lock her down with Magic Prison, due to her multiple dashes she can be hard to hit with Magic Barrier.
Natalya: Very popular lane, do not engage her if you have less health than her. However if she uses her ult, walk up and ult her back. Though you won’t immediately stun her, you will eventually do enough damage to break the shield and stun.
Veera: Easy matchup, she walks into range, hit her with Magic Prison and burst down. Make sure she does not charm you out of it however.
Marksmen
Fennik: Do not stand in Hammer Cyclone during your ult! Otherwise lock him down and shred with Matrix of Woe
Slims: Make sure he does not throw his Spear right before you ult him as it will stun you and free him from your ult. In which he will then auto you down.
Tel’annas: Because she has such long range you want to try and catch her when eagle eye is about to go on cooldown as she will have to walk closer to you and into range of Magic Barrier. Throw down Matrix of Woe before using Magic Prison to secure the kill.
Valhein: Don’t use Magic Prison until after he’s thrown his stun as, if he throws it right before you use Magic Prison you will be interrupted and he will auto you down.
Violet: Due to her long range try to predict when she will roll forward with a Magic Barrier. If she rolls into it proceed to Magic Prison and Matrix of Woe. If she does not she will have to walk around, buying you time to escape and try again.
Yorn: As always, don’t use Magic Prison before he uses stun otherwise you will get punished.
Supports
Alice: Alice is a pretty strong counter to Aleister as her kit has two interrupts as well as tools to help your target survive or escape Magic Prison. She doesn’t do very much damage so she relies on her teammates.
Chaugnar: The elephant who won’t be cc’d is going to provide some problems for Aleister. Try to catch him near the end of one of his CC immunities with Magic Prison and hope your team can finish him before he uses his other one.
Tanks
Cresht: Your main goal against Cresht is to catch him out of metamorphosis and burst him down. If he enters his ult it is best to run and wait for him to return to mini form.
Grakk: The sad story for all mages against Grakk is to stay behind minions and avoid hook at all costs. This is his only way to close the game and kill you. If you do get hooked try to walk into him because he is very unlikely to ult backwards.
Omega: Because he has to run at you without a real gap closer he is easily kited or simply focused down.
Warriors
Arthur: Try to cancel his ult mid air with a well time Magic Barrier or Magic Prison. However if you can’t hope you survive his burst, after he burns everything his damage falls off very hard allowing you to kite and burn him.
Wukong: Hard matchup due to all his possible dashes, make sure you do not use Magic Prison on his clone.
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