Build and Guide Lumburr:Perpetual Support
Cheat Sheet
Skill build:
Start by placing a point into Rampage. This will allow you to support your lane partner with a shield, offer an escape, and slow enemies on contact. Follow this up with Shattered Earth before placing points in Earth Splitter (Lumburr’s Ult.). Being support heavy, I’d lean on Rampage first, then max Earth Splitter and Shattered Earth in that order.
Talents
Purify – Being locked down via control abilities is the worst. This will help free you up to continue fighting.
Disrupt – Disabling a structure is always a good move.
Sprint – This will help Lumburr move about/flee attackers.
Items
Mantla of Ra – adds attack damage, armor and constant magic damage to enemies.
Flashy Boots – adds speed, though the main attribute is its cooldown reduction.
Gaia’s Standard – for magical defense, max HP, and speed boosts.
The Aegis – for more armor, reduced attack speed for attackers and cooldown reduction.
Frost Cape – more cooldown reduction, armor, max HP, reduced attack speed for attackers.
Medallion of Troy – again, more cooldown reduction, magic defense, max HP, and magic shield.
Arcana
Strength – raises attack damage
Life – adds max HP
Guard – adds armor
Introduction
Lumburr is a manifestation of Mother Earth’s will. Acting as a defender of nature, this mountainous tank eventually became a defensive force for the Allied Army; he refused to stand by while the forces of Hell destroyed everything in sight. Thankfully, he has honed his supportive skills – acting as buffer between his teammates and their rivals. He shields allies with Rampage, uproots enemies with Earth Splitter, and bashes stragglers with Shattered Earth. Lumburr’s strengths is also his weakness though. Forgoing his teammates equals suicide. He mustn’t act alone as his abilities are built around being supportive. Nothing more. Nothing less.
Skill Build
Protect (Passive)
When there are friendly heroes within 500 units of Lumburr, both Lumburr and the hero with the lowest HP gain 80 armor and magic defense.
This passive is a last-ditch effort to keep both Lumburr and a weak ally alive. It’s great when you’re both at full health but better suited for the moments when you need to flee.
Shattered Earth
Mana Cost: 55
Cooldown: 6 sec.
Lumburr smashes the ground and shatters stones, dealing 230 (+156) physical damage to enemies in a frontal cone. Heroes hit by the stones are weakened, reducing their attack damage and ability power by 15% for 3 seconds.
Level 1: Base Damage – 230. Attack Damage Decrease –15%.
Level 2: Base Damage – 280. Attack Damage Decrease – 17%.
Level 3: Base Damage – 330. Attack Damage Decrease – 19%.
Level 4: Base Damage – 380. Attack Damage Decrease – 21%.
Level 5: Base Damage – 430. Attack Damage Decrease – 23%.
Level 6: Base Damage – 480. Attack Damage Decrease – 25%.
Shattered Earth isn’t great on damage, but an awesome ability nonetheless. This is because it weakens an opponent’s attacks – great for helping to keep your teammates alive. It’s even better when combined with Rampage’s shield…
Rampage
Mana Cost: 80
Cooldown: 15 sec.
Lumburr charges in the target direction, dealing 300 (+95) physical damage to enemies in his way and knocking them into the air. Affected enemies are slowed by 50% for 1 second after they land. Friendly heroes on the path will receive a shield that absorbs 450 (+78) damage and gain 15% movement speed for 3 seconds.
Level 1: Base Damage – 300. Cooldown – 15 sec. Shield Increase: 450.
Level 2: Base Damage – 340. Cooldown – 14 sec. Shield Increase: 505.
Level 3: Base Damage – 380. Cooldown – 13 sec. Shield Increase: 560.
Level 4: Base Damage – 420. Cooldown – 12 sec. Shield Increase: 615.
Level 5: Base Damage – 460. Cooldown – 11 sec. Shield Increase: 670.
Level 6: Base Damage – 500. Cooldown – 10 sec. Shield Increase: 725.
As you can see, Rampage does a decent amount of damage; it at least hits harder than Shattered Earth. Still, the point isn’t to do a lot of damage. Like Lumburr’s other abilities, it’s all about being supportive – not only does he knock’s up and slows enemies, he also shields his allies.
Earth Splitter
Mana Cost: 150
Cooldown: 40 sec.
After a short charging period, Lumburr tears the ground apart with great strength and knocks enemies on the path into the air, dealing 520 (+168) physical damage. The earth stays torn for 5 seconds, and enemies within suffer a 60% movement speed reduction, as well as taking 52 (+16) physical damage.
Level 1: Base Damage – 520. Cooldown – 40 sec. Activation Damage – 52.
Level 2: Base Damage – 650. Cooldown – 35 sec. Activation Damage – 65.
Level 3: Base Damage – 780. Cooldown – 30 sec. Activation Damage – 78.
Earth Splitter is all about disrupting enemies. Knocking them up, reducing their movement speed, making the area volatile – it’s all to cause panic and hopefully, make it easier for your teammates to land a few kills.
Skill order:
2 > 1 > 2 > 3 > 2 > 2 > 1 > 3 > 2 > 2 > 1 > 3 > 1 > 1 > 1
Talents
Out of all of the Talents, these are the ones I like using the most – only one is available per match, so picking the best one for the playstyle/build is important. I’ve placed them in order based on how I play and when they are unlocked.
Purify
Cooldown – 120 sec.
Removes all debuffs and control effects on yourself and gains immunity to them for 1.5 seconds.
Lumburr, like most characters, is made useless when hit with hard controls. For him that means no support (outside of his passive).
Disrupt
Cooldown – 60 sec.
Silences a structure for 5 seconds.
Disrupt is pretty self-explanatory; an item that can make a tower go quiet for a little while is always a good one to have.
Sprint
Cooldown – 100 sec.
Increases movement speed by 30% for 10 seconds.
Lumburr is a slow-moving character – even his name sounds slow. Like he’s “lumbering” around the map. Sprint will help get him moving.
Equipment
Starter: Mantle of Ra, Flashy Boots
Mantle of Ra is good starting item as it offers up an increase in armor and attack damage. The passive (Burn) which deals 100(+4 per level) magic damage to nearby enemies is also nice. The reason I get it first, over the cheaper costing Flashy Boots, is because Lumburr needs to be able to survive long enough to act as a support.
The Flashy Boots are purely for their cooldown reduction. It provides the same amount of speed as all the other boots, sans a passive or two. So, no worries there. The idea is to keep Lumburr’s cooldowns as low as possible.
Mid Game: Gaia’s Standard, The Aegis
Gaia’s Standard gives Lumburr magical defense, extra HP and restores 8% HP over 2 seconds when damaged (with a 10 sec. cooldown). This can be traded for another item if the opposing team is made up of all physical based attackers (but that’s a super rare occurrence). The goal though is to give Lumburr some magical defense to go along with his armor, as the rest of the build focuses on reducing his cooldowns.
The Aegis offers up a nice 20% cooldown reduction, 400 max mana, and 360 armor. It also reduces an attacker’s attack speed by 30% and movement speed by 15% for 3 seconds. This is great for multiple reasons. 1. Lumburr will be able to use his supportive abilities more often. 2. Most of his abilities affect movement speed and attack damage. The Aegis further effects how well a rival can perform. 3. It give Lumburr some mana, giving him a little more time before having to go back to the base.
End Game: Frost Cape, Medallion of Troy
The Frost Cape reduces Lumburr’s cooldown another 10% while also effecting a rival’s movement speed. Combined with his abilities and other items, Lumburr will start to take control of the battlefield. Well…more so than he already did.
Medallion of Troy will reduce Lumburr’s cooldowns another 10%. It’ll also grant magical defense, 1000 max HP, and shield that absorbs 300(+50 per level) every 18 seconds. At this point, you’ll be on your way to becoming an MVP; you’ll rack up a nice number of assists (and even some kills) before everything is said and done.
Arcana
You’ll unlock tons of different Arcana through continued play; the pool will fill up over time. Early on, you’ll only have access to level 1 Arcana though. Here are three good ones to have when using Lumburr.
Strength – Attack Damage + 0.9
Lumburr isn’t really known for hard hitting attacks. That said, it’s possible to take out an unsuspecting foe with a slight boost in attack power.
Life – Max Life + 21
The more life Lumburr has the better. Especially for this build.
Guard – Armor +2.5
Just like Life – the more armor the better.
Again, these are great for starting out. The pool holds more than just three of Arcana. For instance, I was able to add Undying (Max HP +60, HP/5 sec + 4.5) which would help Lumburr stay alive.
Early Game
Lumburr is all about supporting his teammates. That said, he can only be supportive if he is alive to do so. Grabbing Mantle of Ra will help in this regard; he’ll get some armor and attack damage. This’ll provide protection and make it easier to lane.
Points should be placed in Rampage. This allows you to disrupt enemies trying to gank as well as give your allies protective shields. It’ll also let you escape if things get too hairy. Acquiring the Flashy Boots will allow you to use this ability more.
Mid Game
At this point, Gaia’s Standard should be completed (unless you were forced out of your lane one time too many). Whatever the case, its low cost means it won’t be absent for long. This is good news as I’m sure you’ll end up running into a mage soon or later. Ideally though, you’ll want to get this item out of the way so you can start building The Aegis for its cooldown reductions.
You should always be in team fights (or at least helping someone). Never go it alone as your abilities aren’t well suited for solo runs. Use Rampage to disrupt/close the distance/shield allies before following it up with Shattered Earth. This will reduce the enemy’s attack/ability power, which when combined with your shields, make them less of a threat.
Late Game
If things have been going well, you should have already have bought Frost Cape. Once purchased, you’ll really be a force to be reckoned with. You’ll be able to use abilities more often, control enemies’ movement speeds while reducing the strength of their attacks. Good times!
Once you’ve purchased Medallion of Troy, you’ll be free to throw yourself into battle as much as you want. Just be sure that you’re never alone. Proper placement will be key for really working over the opposing team. Thankfully, your cooldowns should be so low, it won’t matter that much.
For example, I like to initiate a team fight with Shattered Earth (if I’m already close enough to my targets). After that, I immediately use Rampage, charging backwards towards my teammates. While they are fighting (while shielded of course) I use Earth Splitter to shake things up further. By this time, Shattered Earth should be good to go again. Rinse and repeat – well, sans my ult. as that’ll take some time to become available again.
FAQ/Tips
Don’t be afraid to ult. The idea is to keep the other team off their toes so don’t give them a moments peace. This is do able given this build’s focus on reducing your cooldowns. As long as you’re never alone in any fight, you should be ok. I’ve gotten MVP or second to MVP with only assists and very few kills – be a support!
Oh, and hard controls are your enemy. Make sure to not get locked down with repeated stuns and such or you’ll be of no use to your team.
Matchups
Grakk is your kryptonite. Grakk can pull you out position, forcing you to use Rampage not to shield your friends but to escape his attacks. You’ll also want to stay away from enemies with hard controls.
When it comes to partnering up, Marksmen, Assassins, Mages – honestly, anyone but another Tank will do. You want your teammates to be closers; the last thing you need is to use all of your abilities controlling the field and none of your teammates are able to kill your opponents.
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