Sabtu, 15 Desember 2018

Ormarr: Hammer Time

Build and Guide Ormarr: Hammer Time

Cheat Sheet
Skill Build

Walking Tall > Unstoppable > Swagger

Recommended Talents

Flicker, Punish, Disrupt, Execute

Items

Spear of Longinus, Sonic Boots, Mantle of Ra, The Aegis, Medallion of Troy, Hyoga's Edge

Arcana

Indomitable, Assassinate, Valiance

Introduction
Ormarr is a barbarian with the ability to stun and beat down any enemy that comes in his path. His abilities include a short dash and area of effect abilities that can deal a percentage of health and stun those hit.

Skill Build
Walking Tall > Unstoppable > Swagger

Walking tall causes Ormarr to grab his hammer and spin around, dealing a bit of damage in an area of effect around Ormarr. He is able to move while casting and has the ability to apply his passive stunning the enemy.

Unstoppable is a short-range dash that empowers your next basic attack to do extra damage and have a small knock up. This ability also resets your attack cooldown, so it's great to attack normally, cast this ability, and then attack again in quick succession, allowing for a quick burst of damage with a bit of CC mixed into the combo. This ability can also travel over terrain, so be sure to use it to get to places faster, or take paths the enemy will not expect you to take.

Swagger does physical damage in a small area of effect in the direction it is cast. It has short range, so it’s good to combo with Unstoppable to make sure you hit them. This ability slows for 50% as well, allowing you to continue your beat down on the enemy. Hitting enemies with this ability grant a stack of Fighting Spirit. At 3 stacks of Fighting Spirit, Swagger will also apply your passive ability Gut Punch.

Your passive Gut Punch has a small chance of stunning the enemy on damage dealt by Ormarr and also deals 9-15% of the targets current health, on a 4-second cooldown.  This does not include item damage though. Mantle of Ra will not stun.

Recommended Talents
Flicker, Punish, Disrupt, Execute

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 the river or even your buff camps.

Disrupt - 60-second cooldown: Silences a structure for 5 seconds.

This ability is alright top lane. It's mainly used to dive under a tower and kill the enemy hero. However, towers aren't very strong in this game in the first place. Not to mention you can only take one talent, so taking this over Flicker/Punish for top or jungle is up to preference. It wouldn't be my preference though since later in the game towers don't do too much.

Execute - 90-second cooldown: Instantly attacks a nearby hero and deals damage equal to 16% of the health the enemy hero has lost as true damage.

This works really well with your passive in granting some high burst. I would take this ability if you're smurfing or simply kill hungry. However, Flicker will help you more when you get out of position.

Items
Spear of Longinus, Sonic Boots, Mantle of Ra, The Aegis, Medallion of Troy, Hyoga's Edge

Start with Hunter's Crossbow if you are jungling. If you are in lane, your choices are level 1 boots or light armor. Light armor if the enemy has ranged lock-on abilities, boots if they rely on skill shots. 

Rush into either Soulreaver or Leviathan in the jungle. Rush into Leviathan if your team needs a bit more tank to the lineup, and rush into Soulreaver if you feel you need more damage. After that, follow the build pattern, as Mantle of Ra will add some nice damage in jungle or lane, and no one in the jungle or top lane should require much magic resist early for how tanky you already are. If you feel you really need the magic defense go ahead and build Medallion of Troy before Mantle of Ra.

Arcana
Indomitable, Assassinate, Valiance

Indomitable grants us attack speed, health, and armor. Making it an overall well rounded red Arcana. However, if you are missing this arcana and want to save some gold. Anything that grants Armor, movement speed, or attack speed works here. Armor more so if you are looking to jungle with Ormarr.

Assassinate adds some attack damage and movement speed. Mainly we need to get closer to people, and 1% movement speed per Arcana is better than what we can find in other Arcana. If you need to replace this, try for movement speed to some degree, or anything tanky or attack speed.

Valiance is max health and cooldown speed. I feel you can change this with quite a few Arcana. Mythril is my close second to this Arcana, only due to the cooldown reduction being somewhat useful on Ormarr.

Early Game
All game Ormarr can be considered a powerhouse. However, there are some key differences at each of those levels. Early game Ormarr has to make a decision: do you farm or do you roam/gank? The issue here lies in your role. Assuming you are laning, you will have difficulty even getting close to a multitude of enemy champions to get a kill at this point, but if you do manage to stun your lane opponent, you will be able to follow up with some great damage. As a jungler, your position is slightly riskier. Attempting to gank a lane and failing to do so will result in a huge amount of experience and time lost. Any gank that you fail to get some assist on or tower will drop you behind a bit. Seeing as how your stun in your passive is based on chance, this may end up happening. However, the dash on your Unstoppable with its short CC makes ganking a bit easier.

Middle Game
At this point in the game, you should be looking to take the bigger jungle creeps in the river. As lane, you should be looking to push down at least your first tower. Either one of these options will need you to be with your team afterward. I would avoid doing the river camps without a couple teammates until you know how easily and quickly you can farm them.

Late Game
Late game, you do a bit more of the barbarian part of Ormarr. You run straight into the enemy and ult. Attempting to stun as many of the enemy as you can to give your team an advantage. The only drawback is if the enemy is ahead. In which case you may allow the heavier tank on your team to engage and just peel for your allied carries. Basically, if you can jump the enemy without dying, or your carry dying. Do it. However, if you or your ally are at risk of dying, you should be peeling for your allied carry.

FAQ/Tips
Ormarr has the ability to jump over terrain with his Unstoppable ability. You can use this to traverse the jungle faster, or cut off enemies where they don't expect you to be.

Mantle of Ra does not stun with Ormarr's Passive.

Matchups
Mina, Easy

If Mina attempt to ult and you are caught in the taunt. Your passive will still go off and stun her. You are a dice roll of how long her ult will last. If your first hit stuns, its instant. Maybe it'll be your second attack? There's no real reason she'd want to taunt you.

Zanis, Easy

Zanis is a melee ranged hero who uses his quick attacks to deal damage and hunt down enemies. You build items that slow attack speed and stun when hitting people. Basically, you force him to punch a brick wall that sometimes punches back.

Butterfly, Easy

Butterfly relies on quick attacks and low health enemies. You have the ability to spin or use abilities on whoever is low enough for Butterfly to ult on top of. Basically, if you see a carry who is low on health. Stand near them. When Butterfly ults onto them and begins to use her combo, just ult on your friendly ally. You will stun Butterfly out of her combo and give your allied carry time to finish off Butterfly.

Taara, Hard

Your passive drops heroes by a percentage of their current health. While this drops the enemy to a lower amount of health faster, it's not great at finishing them off. Whereas Taara gains attack damage with the percentage of health she is missing. As you can probably guess, this makes her hit much harder than you in 1v1 situations.

Airi, Hard

Airi has the ability to leap three times in whatever direction she chooses. You have no way outside of your stun to stop her from leaving you behind, and no way to burst her down to nothing without being super far ahead. In the end, you can make her leave a fight, but she will more than likely just use the dashes to stay out of your range.

Chaugnar, Hard

While you do have the ability to stun every 4-seconds, Chaugnar has the ability to remove that stun from both himself and his allies. While your cooldown on your passive is shorter than Chaugnar’s ability to remove it. If he combos correctly you have at most 1-second of time before he removes the stun. Assuming you are focusing him and not an ally for some reason. He also has a bit of cc, making him great at kiting you around and keeping you off his carry all match.

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