Sabtu, 15 Desember 2018

Chaugnar: Sending Crowd Control to the Void

Build and Guide Chaugnar: Sending Crowd Control to the Void

Cheat Sheet
Skill Build

Chaos Protection > Shockwave > Energy Surge

Recommended Talents

Flicker, Punish, Heal, Daze

Items

Orb of the Magi, Sonic Boots, Frosty's Revenge, Crimson Banner, The Aegis, Medallion of Troy

Arcana

Violate, Benevolence, Mythril

Introduction
Chaugnar is a support tank who benefits his team greatly by removing crowd control effects and granting a short window of CC immunity to nearby allies with his ult. He has the unique passive to consistently remove crowd control effects on himself, with some built-in CC of his own. He is best played as either a support duo bot lane or top lane. His lack of hard crowd control effects makes him weaker in the jungle then some, but his spammable slow and great area of effect damage make his clear speed and ganks good enough to be played that way.

Skill Build
Chaos Protection > Shockwave > Energy Surge

Chaugnar's ultimate ability Chaos Protection can be considered one of the most useful and unique ultimates in the game. Chaugnar removes crowd control effects from nearby allies and himself. Afterwards they gain immunity to incoming crowd control and take reduced damage for 0.5 seconds. Chaugnar's effect lasts 3 seconds on himself. His ability Shockwave also has a greatly reduced cooldown with no mana cost during this duration. If you time this ability correctly, you can completely save your allies and ruin the enemy’s day. For certain people like Grakk or Mina, this can completely shut down their skill set.

Shockwave will be the next ability we max. It deals great damage with a 3 second cooldown in a medium ranged area of effect around Chaugnar to all nearby enemies. Using Shockwave increases its damage by 30% with each cast, with a max of 2 stacks or 60%. As a bonus, this ability reduces the cooldown of Energy Surge by 1 second each cast.

Energy Surge is a short ranged and somewhat slow skill shot that erupts waves of energy in a line. Enemies hit by this skill have their movement speed reduced by 50% for 2 seconds.

Your passive, Voice Cleanse, causes Chaugnar to remove all crowd control effects on himself when he casts Energy Surge, reduces damage taken by 10%, and increases movement speed by 20% for 2 seconds. Allowing you to slow your enemy, move faster, take less damage, and remove any cc they were trying to stop you with. Personally, I feel the ability is much more powerful if you laugh maniacally as you chase your enemies down.

Recommended Talents
Flicker, Punish, Heal, Daze



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

Flicker is going to be a good ability regardless of who you are playing. Any ability that causes you to get out of a bad situation instantly for free is good. Just be sure you are good enough at controlling the direction you blink towards and learn its range. It has the ability to traverse over most terrain based walls, but not all of them.

Punish 30-second cooldown: Deals 200 true damage to nearby minions and monsters stunning them for 1 second.

Punish is your jungling ability.  You always want to take this. Without this ability you stand a great risk of an enemy taking primary jungle creeps. Whether it's one of the main camps in river, or even your buff camps.

Heal 120-second cooldown: You and nearby teammates instantly recover 15% health and gain 15% movement speed for 2 seconds.

Heal is going to be a more supportive bot lane ability than top lane. However, due to it healing as may allies as you are near. It fits perfectly into Chaugnar’s kit of helping his surrounding allies.

Daze 90-second cooldown: Stuns nearby enemies for 0.5 seconds, then reduces their movement speed for 1 second.

Daze is going to be used if your team needs a bit more hard crowd control. It's also great bot lane if your lane is more kill greedy than sustained farming. I don't prefer this over Heal or Flicker only due to the fact that you already have a heavy slow, and a 0.5 second stun isn't great for too many situations except stopping channels or giving an ally a bit more distance.

Items
Orb of the Magi, Sonic Boots, Frosty's Revenge, Crimson Banner, The Aegis, Medallion of Troy

Start with Spell Tome-- we want to rush into Phoenix Tear for the unique passive, "When the hero gains a level, 20% of Health and Mana are restored over 3 seconds". You have somewhat low-costing spells, but they do add up. Eventually, you'll be able to cast quite a few abilities with little worry for mana costs.

Rush Orb of the Magi before boots, the value of the item takes 5 minutes to stack, and the faster you gain it the better.

Build in order as normally afterwards. You can skip Frosty's if you feel the enemy team is more physical damage heavy. Next build Frosty's as you will need the magic defense.

If you built Frosty's Revenge in order continue onto Crimson Banner. At this point of the game you should be stacking assists. Your abilities make it easy to assist by hitting basically everyone.

The Aegis is a great item. More cooldown reduction and mana for spamming, with a built in debuff to an attacker's attack speed and movement speed.

Medallion of Troy just adds more of the stats we’ve built already with a nice additional shield against magic damage.

Arcana
Violate, Benevolence, Mythril

A bit different from the recommended set.

I prefer dropping the 1 additional ability power per Arcana for 2.4 magic pierce per. More ways for us to get closer to doing true damage with our abilities.

Devour gives us a good amount of ability power and magic life steal, always good for characters with shorter cooldowns or high damage.

Benevolence gives us +5.2 health per 5 seconds per Arcana. On top of some additional +45 HP and 0.4% movement speed per arcana, it’s easy to see how this would benefit Chaugnar. Great sustain and building upon his strengths.

Mythril gives +5 to armor and magic defense. Giving us some great early game tankiness without items.

Early Game
Early game Chaugnar does not have many ways to kill his lane opponent on his own top lane. You can use your area of effect to push minions off of your tower, but until you have a bit better mana, play conservatively. Bot lane you will need to work to keep your ally safe. You lack any heavy crowd control to really kill the enemy.

Middle Game
At this point of the game you should basically be working to peel for allies and tanking in team fights that come up. Be sure to be somewhat near your allies in all situations, as you need to be close to remove crowd control effects from them. Do not confuse yourself with an assassin and dive the enemy. Your allied carries will die without your assistance on equal footing. They need someone to peel off assassins.

Late Game
This is basically the same as your mid game, with the slight difference that you can now spam your abilities at the enemy constantly, and if you’re ahead you should even be able to deal some good damage to the enemy. Just keep in mind that your abilities will reduce the cooldowns of other abilities.

FAQ/Tips
Chaugnar can remove CC from himself easily with his passive, try to stand between your allied carry and the enemy looking to stun them with a skill shot.

Stand somewhat near allies to be sure your ult hits them, but not close enough that enemy skill shots will hit both of you.

Do not ult as you walk into a fight-- use it after the enemy starts to cast abilities. You want to cancel as many of the enemies' crowd control effects as possible, especially those with very powerful CC. Grakk, Mina, etc.

Matchups
Mina, Easy

You are Mina's worst nightmare. Her main feature is her ultimate, which is an area of effect around her that taunts all enemies around her. So, if you use your ultimate after her ultimate. You will completely shut down her ultimate ability completely. Making her most enticing feature useless. Just be sure to ult after she does, and you will be fine.

Grakk, Easy

Chaugnar is a great counter to Grakk. Grakk has the ability to draw enemies towards his location with a crowd control effect. If he begins to ult you can just use your ultimate to remove the crowd control and kill him during his channel.

Thane, Easy

Thane relies on crowd control to trade in his favor. Your passive in lane will shut down his ability to trade with you. He can attempt to jump on your carry, at which case you can ult and punish him for being over extended. Overall you do more damage, and freely shut down his ability to crowd control.

Yorn, Hard

Yorn does not have much crowd control that is beneficial to him to be shut down. Yorn will just seek to poke and get you low on HP. Yorn also deals damage based on how much health you are missing with his ult. So, the more he pokes you down, the more likely he is to be able to kill you with that burst.

Maloch, Hard

Maloch heals a percentage of his health when his weapon is enchanted and deals true damage. Eating his way through your health pool regardless of tanky items. If you are in a solo lane versus Maloch expect him to heal faster than you can kill him. Only attack him with a  gank, unless for some reason he builds wrong and you are able to deal more damage. Note: Cleave gives him his enchanted weapon. It’s a small arc in front of Maloch, make sure to dodge this ability to help you in lane.

Slimz, Hard

Slimz has the ability during his ultimate to deal 4/5/6 % of your max health on his ultimate. Combine this with his ability to jump a short distance and gain movement speed. Slimz becomes someone that, if played correctly, will be impossible for you to deal with without help. He will eat you alive.


Tidak ada komentar:

Posting Komentar