Build and Guide Mina:Fear The Reaper
Cheat Sheet
Skill Build
Dark Dominion > Whirling Scythe > Death Scythe
Recommended Talents
Punish, Heal, Flicker
Items
Sonic Boots, Hyoga’s Edge, Crimson Banner, Medallion of Troy, Mantle of Ra, Gaia’s Standard or Ancestral Glory if they you don't need Magic Resist.
Arcana
Indomitable, Undying, Valiance
Introduction
Mina is a control tank. She uses heavy crowd control and her ability to reduce damage focused on her to win fights for her teammates. She is able to fill just about any role as a jungle, dual, or solo lane. She has a high early amount of health allowing her to gain lane control. Levels 2 and 4 she gains hard forms of CC, making her great at ganking as a jungle or assisting a gank.
Skill Build
Dark Dominion > Whirling Scythe > Death Scythe
Maxing Dark Dominion whenever you are able to is a given. The taunt of 2 seconds and damage reduction of 50% is huge. It is possibly one of the best team winning ultimate's in the game, given the right set up. This allows you to negate an alarming amount of enemy damage while giving your team to defeat them all.
Second is Whirling Scythe. This ability is your main damage dealer and wave clearer. Mina swings her scythe in an arc dealing 135 (+additional AD). The low cool down also makes this good at fights
Lastly, is Death Scythe. A pull that reduces the enemy's movement speed by 50% for 2 seconds. Its range isn't the best, so I'd rush into tier 2 boots. However, it's extremely useful for getting someone into your ults range. This is the ability that makes Mina jungle-able. Since this is your only non-ult crowd control.
Mina's passive is Sweet Revenge. When taking damage, she has a chance of counter attacking for 50 (+bonus damage) to nearby enemies in a small area of effect. This makes her great at clearing jungle if this procs in your favor a lot. Also makes it beneficial to fight enemies on top of them instead of at a range.
Recommended Talents
Punish, Heal, Flicker
Punish is your jungle ability, of course. Making clearing the games that much better. It also doubles as an additional form of cc!
Heal is alright. Some of the items you can get add passive healing to Mina. However, this gives you some early game heal for you and your teammates. A bit more passive, but all the while a good way to help your team.
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 can get you over most walls, but not all of them.
Items
Sonic Boots, Hyogas Edge, Crimson Banner, Medallion of Troy, Mantle of Ra, Gaias Standard or Ancestral Glory if they you don't need Magic Resist.
Sonic Boots don’t have to be the first item necessarily however. The movement speed will get you into range to pull with Death Scythe. Make sure to get tier 2 of this to quickly take advantage of your speed difference vs other champs early when jungling.
After this go Gaias Standard or Crimson Banner. Gaia vs Magic Damage, Crimson vs Physical Damage. These both give great health regen to keep you out on the field longer. Any time spent at spawn, is time spent not gaining gold or experience.
You can build the other items in whatever order you like. Just remember to have some of Magic Defense and Armor unless the enemy has 1 or less of that type.
Arcana
Indomitable, Undying, Valiance
All of the Arcana we pick help give us Max Health. This is because our items and passive tankiness is % based, and that’s all based on how much health we have. Not how much Armor or Magic Resist we have. Not to say you only need Health. However, we should assume it’s a better stat to have in most situations with these thoughts in mind. Some of the HP regen is also nice for early game jungle or laning to stay higher in health longer.
Early Game
Whether you’re jungling or in lane, your main point is getting to 4 as quickly as possible and assisting someone in taking down an enemy. If you are solo lane, ask for a gank. You have a lot of crowd control on your own, and make a great partner for an early gank. If you are jungle start on the blue buff. The reduction in cool downs will make it a bit easier to spam Whirling Scythe on the jungle creeps.
Middle Game
You are going to want to push down your first tower and start to roam. Help your team take towers. The bonus gold and map control will allow for bigger fights and more game winning objectives. Make sure to gank and push constantly, but do keep an eye on your lane that it doesn't get pushed in too far.
Late Game
Depending on your team composition, you are probably going to be starting fights. Be sure to look for misplaced enemies to pull into ult or if you can get 3 or more enemies at the start of a 5v5 team fight. Never fight missing a team mate, unless the enemy has a person, or more, dead already. It does not take long for someone to come assist a team, do not treat an enemy top or bot as not able to help with Mina. As you don't really do much burst damage. Unless someone on your team is far enough ahead to do that for you.
FAQ/Tips
Mina has a ton of area of effect abilities, more than any other tank. She is a team fighter! Be sure to use her in that fashion.
Minas abilities have a short cooldown. Feel free to give blue buff to other champions later in the game.
Minas pull range is somewhat short, make sure to practice its range to be sure you are pulling enemies in.
Matchups
Aleister, Easy
Aleister’s passive is true damage every time it applies 3 stacks of his curse. He has no escape without talents. So you should have no real problems unless he lands his lightning stun.
Alice, Hard
Alice has the ability to slow, stun, and gain movement speed quickly. A good Alice will not let you anywhere near her. Ganking or in lane, your chances of catching Alice can be quite low. Wait for her to blow some abilities first to ensure she can't escape as easily.
Arthur, Easy
Arthur overall should be seen as a somewhat easy opponent. Other than one form of crowd control he doesn't have any way of stopping you from doing what you need to do. He does however have a 30% speed boost that will help him escape your ganks. He can do more damage than you, so fight him with an ally’s gank and you will win lane fine.
Azzen'Ka, Medium
Azzen'Ka has plenty of crowd control to stop your ganks or engages, but no real way of killing you as long as you know his damage and don't over extend. Be careful of his knock up. It has an 8 second cool down and if he lands it, it will allow him to continue his combo and stun you further.
Batman, Hard
Batman gains 20% movement speed when approaching an enemy hero. He deals a % of missing Max health with his batarang, which also stuns, and heals him. If he marks you with it, wait until the mark is gone. His next attack will stun you, making your pull or ult somewhat worthless.
Butterfly, Easy
Butterfly excels at moving around quickly and fights and picking off weak targets. Gaining health when she kills them. You excel at making her do none of that. Just be aware that her Whirlwind ability adds a significant 50% slow for 2 seconds and you will be fine. Prioritize her hard. She can carry quickly, stop her.
Chaugnar, Very Hard - Counter
Chaugnars' ult removes all crowd control from nearby allies. He gains movement speed, and has slows. Basically, he is your worst nightmare. He has the ability to shut down everything that makes Mina worth playing.
Cresht, Medium
Cresht has the ability to transform, gain health and a shield. As long as you engage after this bigger form of his ends. You can't lose. However, it is medium since he has the ability to push you and stun you with his ultimate's tidal wave. Which can really offset your ult or even end it.
Diaochan, Easy
Diaochan has no ability to escape without a talent. She does have a stun and a slow in her kit, but unless she lands that stun, you should have no problem catching up to her and CC'ing her down.
Fennik, Medium
Fennik has long range and a few slows. Making him a bit harder than most to catch. When ganking a lane, be sure to wait for him to use Chain Hammer Cyclone. His ult is on a 36 /30/24 second cooldown and has a 50% slow.
Gildur, Easy
Gildur has a bit of cc as well. However, most of it is on a long cool down then yours. If he manages to stop your cc with anything, you can try again before he's ready.
Grakk, Very Hard - Counter
Grakk is kind of like Chaugnar when it comes to difficulty. Instead of Chaugnar’s ability to shut down your ults completely, Grakk has a way of making any time you are looking to go for a team fight a bad idea. His abilities to pull enemies into him with either his ult or hook can turn off your ult. As well as be used to pull your carries into their team. Which is a bit easier to set up then you getting near 3>4 people freely. Once he pulls and flattens your carry, you lose the ability to team fight, thus ruining your role.
Ignis, Easy
Ignis has a few AOE slows, but no stuns or escapes. As long as you wait for him to cast an ability with a slow, or simply dodge them. You can easily catch him in a bad situation.
Ilumia, Medium
Ilumia is another control mage. Great poke, decent CC, but no escapes. Divine Light + her Goddess passive make that ability a knock back, which can peel you off of her quickly. So don't waste your pull if you can just run up to her. Use it to reengage after she pushes you.
Jinnar, Easy
Mild slows with a mild speed boost. As long as you get on top of him, he's quite squishy. Just be sure to have some magic resist.
Kahlii, Easy
Good harass damage. No real way of escaping you after you catch her. Just be ware not to take too much poke damage until you have your Gaias Standard so that you aren't pushed out of lane constantly.
Kriknak, Easy
No real cc to speak of, but I imagine this guy will be jungling most of the time. Just beware of his ability to gain health back with his lunge.
Krixi, Hard
She gains movement speed for hitting you with long, huge abilities that do great damage. There is no getting near Krixi without help, or her playing poorly. Best you can do is rush health regen to deal with the poke.
Lu Bu, Easy
Depending on how he builds, I could see this matchup closer to medium. Since his ability to lifesteal will make it hard for you to stay in lane as long as he's able to.
Lumburr, Medium
Great escapes, and some ability to shut down your ult, but nothing that really prevents you from catching his allies. Just beware of how tanky he is.
Maloch, Easy
Maloch’s main thing is true damage, but we build max health. So, we basically shut down the usefulness of that ability. However, he still hits hard, pay attention to his damage to know what you can take.
Mganga, Easy
Mganga is more of a support mage. He can do some good damage, but nothing you can't handle. No escapes to speak of either. Just engage and win trades.
Mina, Medium
Mina has the ability to reposition you and stop your ult. As you should know... Since you are also Mina. Be sure to cancel her ult when you can, and just work on landing better ults than her. This battle will be decided by which team groups together more and makes Minas job easier.
Murad, Hard
Murad has a ton of escapes, making him hard to pin down. His ult makes him untargetable, and his Another Dimension is a 90% slow that reduces armor at level 6 by 475! Never step into that dimension! Thorn of time allows him to jump to a place and return to where he jumped from within 5 seconds.
Nakroth, Medium
Nakroth has a few things to know to make this easier. His ult will ignore CC, so don't miss time your abilities, and his passive will make every 4th attack knock up. Which will work after you ult him. Its still worth doing, but its good to be aware of it.
Natalya, Easy
While her shield is up for her ultimate, the big green beam she fires, she cannot be CC'd. Other than that, she has very low health.
Omega, Easy
He has one escape, and one knock up. However, he lacks any way of truly dealing with you are pushing you out of lane.
Ormarr, Medium
Ormarr has quite a bit of CC built in. His passive gives him a small chance of stunning when doing any type of damage as well. You have a chance of being stun locked, or stun locking him. Depending on how RNG feels about you. However, you should out tank him, so long as you aren't alone. This isn't a huge worry.
Peura, Medium
Peura has a few forms of CC and heals. The main thing that makes her a problem is her ability to cast Nature's Rally on top of your ult. Causing damage to you and anyone inside of it, as well as buff her team mates armor by up to 300. If you are magic heavy this isn't as big of an issue, but can really turn down your team’s ability to greatly use your ult.
Preyta, Medium
Preyta has a high amount of damage, and a great base movement speed. He will be difficult to get onto and difficult to stay in lane against. However, this all depends on if he can hit you, and most of his ability cooldowns are longer than yours.
Raz, Easy
Everything Raz does puts him within your range. Punish him for it. Be wary of his damage though, if you let him get on your carry, you will lose that fight.
Skud, Easy
Skud has short CC, and lacks any huge escape. He is very tanky though. So he won't be a quick kill.
Slimz, Hard
Slimz ult makes him deal 4/5/6% of targets max health in true damage, for 8 seconds. Any kill or assist will increase this by 3 seconds. This makes our heavy health stacking useless. As he will deal the same amount of damage regardless of how tanky we try to be. That doesn't mean we don't cc him though. He is extremely squishy and any carry should be focusing him.
Taara, Medium
Taara's ult regains her health by 8% for 5/7/9 seconds. She gains great movement speed and can slow often. If you don’t include her in your ult, she will just charge your back line. However, good focus will still make you the better tank in team fights. Just keep in mind that people roaming around will be her prey.
Tel'Annas, Medium
Tel'Annas’s abilities revolve around kiting you. The only way you are getting close to her to lock her down is combining your CC with someone else, or catching her off guard-- possibly with Flicker.
Thane, Medium
Thane has a very good combo, possibly one of the best in the game for easy stun luck. He can easily push you away from his team and knock you up. His passive regains 24% of his max health after he drops below 30%. While it has a 75 second cooldown, it's certainly enough to make him just as tanky as you during team fights, if not tankier. You might try peeling him off of your team instead of looking to start fights.
Toro, Hard
Toro is not CC'd while using any of his abilities and he takes 20% reduced damage. He also has 2 knock ups to help keep you away from his carries and give them time to burst you down. Just be sure to catch him when he's not using an ability, that way you can ult without his passive protecting him from the cc.
Valhein, Easy
Valhein has no escapes. However, his yellow shuriken does stun you, and his passive every 4 attacks can be yellow as well. So, based on a small amount of RNG. If he manages to pull a yellow with his passive, he will stun you during your ult.
Veera, Easy
Veera has a 1.5 second stun. Other than that, beware her damage. If you have a good amount of Magic Resist you can easily gank her and lock her down. Either let him stun your ally first before ganking or put yourself somewhere between her and her escape. The stuns on a 7 second cooldown. Plenty of time to lock her down and kill her.
Violet, Easy
You can easily state this as close to a medium. However, with her basic range being decently short, she risks being grabbed by your pull. Main thing to keep in mind as that her Fire in the Hole lowers movement speed of enemies hit by 90% for 1 second. While it’s not a stun, it can help her roll away and gain the distance needed to survive.
Wukong, Easy
Wukong can stealth for 1 second, and knock you up for 1 second with his ult. His stealth has a 9 second cooldown. Assuming he doesn't completely juke you, it’s not enough for his escape. He can get exceedingly strong late game, so beware.
Yorn, Easy
Yorn does not have much in forms of CC. Just a minor slow, 65% for 2 seconds. However, his damage is some of the best of all the physical ranged carries, if not the best. So be sure you are tanky enough, or shut him down early.
Zanis, Easy
Zanis has a slight knock up, and some movement speed increase. While he's not the easiest to lock down, he has to get in range to fight you. At which point you can combo him as need be. Just don't solo him mid/late game. He scales well.
Zephys, Easy
Zephys deals great damage, and has built in heath regens on hits. So, he benefits a bit from you forcing him to hit you. However, he's not attacking a better target.
Zill, Easy
Squishy, low CC, no escape. Perfect for Mina, except for his magic damage. Be sure you are tanky before fighting this guy without a huge advantage.
Zuka, Medium
Zuka isn't horribly tanky, nor does he have great CC. He does, However, have a great amount of damage. Make sure to have physical armor before fighting him.
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