Sabtu, 15 Desember 2018

Gildur:God of The Stun

Build and Guide Gildur:God of The Stun

Cheat Sheet
Skill build

General Skill Order:

3>2>1

Talents

Flicker, Sprint

Items

Orb of Magi>Sonic Boots>Frost Cape>Hecate’s Diadem>Apocalypse>Holy of Holies

Arcana

9 AP Reds, 9 HP Purples, 9 Cooldown Greens

Introduction
Gildur is a durable and disruptive mage that can both deal alarming amounts of damage as well as be a valuable utility character. His long range damage and stun makes him a great choice for a team that wants to pick off players before a fight. His light mobility and close range stun lock also makes him a hard hero to dive. Gildur is very flexible in the sense that he can play all roles except for marksman, obviously.

Skill Build
Passive: Midas Touch

Every 4th normal attack knocks back targets and deals magic damage. Additionally, Gildur gains a shield for a short period of time when he uses any of his abilities.

Ability 1: Siege

Gildur charges forward dealing physical damage to enemies in his path. His next normal attack becomes Midas Touch.

Ability 2: Extravagant

Gildur launches molten gold that explodes upon contact with an enemy stunning and dealing magic damage to all nearby enemies.

Ability 3: Indulgence

Gildur summons golden shards that stun and deal magic damage to every enemy hit.

What makes Gildur so strong is the diversity in which his skills can be used in conjunction with each other. Landing a mid-range Extravagant stun opens up the possibility to close the distance with Siege and lock the enemy down with Indulgence. Alternatively, opening with an Siege Indulgence combo can set up a point blank Extravagant. Alternatively, using Siege to disengage after a point blank Extravagant and Midas Touch can make for a great escape combo.

Flicker is very strong as Gildur is already a very mobile hero thanks to Siege. Using the dash already in your kit combined with Flicker can make for a very sudden Indulgence on an unsuspecting enemy.

Sprint can help Gildur get into range of anybody that gets caught out by Extravagant or another of your other teammates abilities. An all around great talent to take for engaging and disengaging from fights.

Items
Orb of the Magi: This item is one of, if not the strongest items for any hero that relies on spamming abilities as a majority of their damage. It gives every stat that a Gildur could want in AP, HP, and CDS. All of which help him get kills or survive dives.

Sonic Boots: A majority of the damage in Arena of Valor comes from normal attacks due to the high amount of assassins, warriors and marksman. Sonic Boots is just a great defensive boot for somebody for somebody with high base damage like Gildur.

Frost Cape: Midas Touch works very well with the passive that Frost Cape provides, giving your ranged normal attack a slow field as well as a knockback. Also because of Gildur’s high base damage on abilities he does not need to build a large amount of AP early on to keep on pace with other damage dealers. This item also grants a good amount of HP, Armor and CDS.

Hecate’s Diadem: Just because Gildur does not need a large amount of AP to do damage does not mean he should refrain from building it. Diadem works very well with the stacking AP of Orb of Magi and grants a very large and sudden boost of damage to all of Gildur’s abilities.

Apocalypse: Like Frost Cape, this item works really well with Midas Touch by adding even more damage to Gildur’s passive. Midas touch combined with the damage bonus from Apocalypse can score Gildur plenty of surprise kills while staying relatively safe.

Holy of Holies: Very common end game item for AP users that don’t mind being in the fray. Massive amount of AP and HP, not much more a close range caster could ask for.

Arcana
9x [Enlightened 3]: Grants 5.3 AP per making Gildur’s early damage even more outrageous than it already is.

9x [Colossus 3]: Grants 75 HP per, the other stat that Gildur prioritizes is his health pool.

9x [Focus 3]: Grants 1% cooldown speed, being able to use Siege as much as possible and having Indulgence up whenever its needed is key to playing a successful game of Gildur.

Early Game
It doesn’t really matter which lane Gildur ends up going in as his playstyle is nearly the same for all of them. Use Extravagant to stun the enemies allowing for an aggressive Siege into Midas Touch before disengaging. Gildur is very strong at early roams due to his long ranged stun and reliable knockback. Pushing early to gank other lanes can be very helpful in winning games.

Mid Game
Later stages of the game allow for Gildur to play more to his tanky style and initiate skirmishes for his team. Picking somebody off with a max range Extravagant can be the deciding factor in who gets some neutral objectives or towers. Mid game is probably the tankiest Gildur is going to be in relation to the amount of damage that is going capable at the time. This means that around the ten minute mark is when Gildur can began acting as the main tank. Abusing your passive to gain shields can make Gildur a surprisingly durable hero for someone who has built mostly damage.

Late Game
FAQ/Tips
Because this build focuses more on the damage aspect of Gildur’s kit it is best to step down as the main tank in the later stages of the game as most of the damage dealers should be able to melt him even through his shield. At this point it becomes your job to try and get picks with Extravagant followed up with a big stun from Indulgence or keeping your carries safe by peeling with Midas Touch or locking down divers with Indulgence.

The knock back from Midas Touch does not have a cooldown, you can proc it back to back if Gildur first normal attacks four times, uses Midas Touch then uses Siege for a second Midas Touch.

Extravagant does not have to directly hit a target for them to be stunned. Hitting a minion may be enough to land a stun on an enemy.

Matchups
Aleister: Gildur is a great counter to Aleister when he is not the one being focused by the control mage. He posses a lot of tools in his kit to stun Aleister out of Magic Prison. A simple Midas Touch is enough to really shut down his Magic Prison.

Chaugnar: Gildur is all about crowd controlling his enemies, Chaugnar is the complete opposite. He can single handedly ruin Gildur’s day by not only cleansing himself from a possible stun, but his entire team if the get caught by Indulgence. While in a strict one vs one Gildur would come out on top, Chaugnar’s utility can make Gildur completely irrelevant.

Cresht: Midas Touch and Extravagant are great tools in keep the diving fish man from destroying you and your backline. When push comes to shove using Indulgence to lock down the transforming monster may be necessary. The reality is that Gildur may not be able to kill Cresht if he is able to transform but he can disrupt him a massive amount.

Lu Bu: A warrior like Lu Bu has a terrible time diving onto Gildur as he can be easily bursted or caught by Indulgence and finished by a nearby enemy. If Lu Bu is good enough to dodge Extravagant then he may have a chance in a fast fight. But in the long run Gildur should be able to pull through by abusing shields and keeping Lu Bu away with Midas Touch.

Murad: Gildur is one of the few mages that can give Murad a very hard time if he is the chosen target. Murad is a very squishy hero that should not be able to survive even a single rotation of Gildur’s kit. If Murad closes the distance on Gildur he can easily be chain cc’d with a fast reactionary Indulgence into Extravagant combo to stop him from retreating back. In most situations, Murad will not target Gildur due to his much larger health pool compare to the average caster or marksman.






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