Sabtu, 15 Desember 2018

Ormarr:Leading the Charge

Build and Guide Ormarr:Leading the Charge

Cheat Sheet
Skill Priority:

Swagger> Walking Tall > Unstoppable

Talents

Punish, Flicker, Daze

Items

Hunters Crossbow> Sonic Boots > Spare of Longinus > Mantle of Ra >The Aegis >Medallion of Troy >Hyoga’s Edge > Ancestral Glory

Arcana

Obliterate/Indomitable Red, Undying Purple, Bastion Green

Introduction
For a champ that brings as much crowd control as damage, Ormarr the Frenzy is a fresh and reliable choice for both the Jungle and in a Lane.

Skill Descriptions
Passive: Gut Punch

Whenever Ormarr deals damage, he has a chance to stun the target and deal % damage of total health as physical damage. This skill has an internal 4-second cooldown.

Skill 1: Unstoppable

Ormarr dashes forward, and his next attack will knock enemies up in the air and dealing physical damage.

Unstoppable is a dash that can cross through terrain, making it a valuable tool for roaming along with it’s use as an auto-attack reset and a gap-closer.

Skill 2: Swagger

Ormarr smashes his hammer onto the earth, dealing a physical damage in an area and gaining a stack of Fighting Spirit if Swagger hits an enemy. At three stacks of Fighting Spirit, the next use of Swagger will trigger Gut Punch.

Swagger is a low-cooldown area of effect spell that serves as a great auto-attack reset for duels and clears, but the added ability of being able to trigger Ormarr’s passive makes it the main skill to upgrade.

Skill 3: Walking Tall

Ormarr swings his weapons around him, dealing physical damage 8 times in the span of four seconds. Ormarr can move during Walking Tall, but cannot use any other skills.

While Walking Tall is not one of the more flashy or elaborate ultimates in Arena of Valor, it serves as a great follow-up to the rest of Ormarr’s kit, enabling him to damage an enemy and follow them as he waits on the cooldowns of his other skills.

Skill Order
Walking Tall> Swagger > Unstoppable

Upgrade your ultimate whenever possible, but in the meantime prioritize Swagger over Unstoppable. Since Swagger has higher damage potential than Unstoppable and scales better, it is the better skill to upgrade. However, if you are not in the jungle and going into a lane, Unstoppable may be more valuable as a first skill since it adds mobility to your kit to help you engage or disengage in lane.

Talents
Top Two:

Punish: One of the best lanes for Ormarr is the jungle, with Unstoppable giving him the mobility to rush onto enemies in lane. As a tankier jungler, Ormarr lacks the consistent damage output of his peers, like Butterfly or Nkaroth. For a powerful jungle with solid objective control and buff secure, take Punish.

Flicker: For laning, Flicker is Ormarr’s best asset, enabling the already speedy Barbarian some extra reach for jumping onto Marksmen in teamfights or slipping away from would-be killers.

Honorable Mentions:

Daze: Daze adds one more crowd control ability to Ormarr’s CC-heavy kit - taking it into a teamfight is an incredible boon and can lead to a chain of unavoidable debuffs that can enable your allies to effortlessly dish out the damage.

Heal: Heal is a more defensive team-fight skill, but is still incredibly useful for Ormarr if he has an assassin friend jumping into the fight with him. The added burst of movement speed also easily synergizes with the barbarian’s mobility-dependent kit.

Items
Core:

Hunter’s Crossbow - The Crossbow is your first buy to help you progress through the jungle with little effort or time. That’s it: once you’ve acquired your first slew of items or find yourself out of item slots, this item is expendable: none of the Crossbow’s final forms are of use to Ormarr.

Sonic Boots/ Gilded Greaves - Sonic Boots gives Ormarr the speed to latch onto targets, and the damage reduction from auto-attacks is a great boon. However, against teams with large amounts of Crowd Control, Gilded Greaves may be the superior buy to prevent yourself from being locked down in fights.

Spear of Longinus - Spear of Longinus is Ormarr’s only needed offensive item - since Walking Tall can hit enemies eight times, you can rack up the Spear’s Shatter passive quickly, bringing your opponent’s armor down 250 in a flash.

Hyoga’s Edge - Armor, Magic Defense, and Health are all valuable to Ormarr. The added passive that boosts his movement speed makes Hyoga’s Edge so powerful for Ormarr, allowing him to stick to enemies much easier and apply his passive more often.

Mantle of Ra - Burn’s passive is a great damage addition to Ormarr’s kit, adding magic damage to a physical damage bruiser and helping him deal with large-target tanks in the jungle and on the enemy team.

The Aegis - Ormarr benefits greatly from cooldown reduction and a tanky build: The Aegis offers both.

Medallion of Troy - Building so much armor has it’s benefits, but also its pitfalls: against a magic-heavy team Ormarr will evaporate. Building the Medallion of Troy will help address Ormarr’s weakness and give him a defense against the dark arts.


Situational:

Mail of Pain- To counter heavy auto-attack, attack-damage centric teams, purchase the Mail of Pain.

Ancestral Glory- For a diving, engage-heavy champion like Ormarr, Ancestral Glory is a natural choice.

Crimson Banner- Crimson Banner is when someone on Ormarr’s team is ahead is ahead and the barbarian is looking to snowball off of kills and assists.

Amulet of Longevity- The Amulet is a fantastic item to build on Ormarr to firmly establish his status as a tank: if you are facing a balanced team that deals out both Magic and Physical damage, the Amulet of Longetivity will help you sustain through both types of damage.

Arcana
With Arcana, I prioritize Ormarr’s powerful early game by investing into Red Attack Damage Arcana, Purple Health Arcana, and Armor Green Arcana. The Health and Armor give Ormarr the early game edge in jungle clears while the attack damage give him punch in early ganks.

Early Game
Level Swagger and make way to the Sage Buff, then choose your path: with level 2, you can immediately gank with Unstoppable. Taking two other creeps, however, grants you level 3 and a level advantage, as well as the chance to stack Fighting Spirit stacks to empower your Swagger with Gut Punch.
When you have three stacks of Fighting Spirit, you’re ready to deliver an extremely potent gank that’s looking to land a kill. Rush in with Unstoppable, and follow up with your empowered Swagger. Enjoy the results! For a more potent combo, unlocking Walking Tall at level 4 will improve your damage and crowd control capabilities significantly.

Mid Game
During the Mid Game, it is best to prioritize your damage items (Astral Spear, Cleaving Claymore) that will lead into your build items (Mantle of Ra, Spear of Longinus). Prioritize the Sage Buff to keep your mana topped off as you consume your jungle creeps with little difficulty. Gank vulnerable lanes whenever possible, and if you have more heroes alive than the opposing team, look to take on the Abyssal Dragon to give your team the gold and experience they need.

Ormarr isn’t afraid of enemy turrets - if you have a winning lane that has brought an opponent low and sitting underneath their turret, coordinate a dive!

Late Game
As Ormarr approaches the later stages of the game, his damage output becomes less reliable on tanky opponents, requiring The Frenzy to focus his energy on diving on squishy mages and marksmen. As a warrior, Ormarr is best at starting fights or following up on an allies engagement - dashing in with Unstoppable and catching as many opponents in his Swagger as possible before rushing at the main damage carries.

FAQ/Tips
-Walking Tall still deals damage even when Ormarr is stunned or incapacitated in any way, so never be afraid to use it when you’re getting engaged on! Your passive has a high chance of triggering and it may give you the chance to escape.

-Walking Tall has a relatively short cooldown - don’t be afraid to use it on jungle creeps and definitely use it on objectives! An early use of Walking Tall on the Spirit Buff in the river gives Ormarr incredible sustain when combined with the sage buff.

-Unstoppable enhances your next auto-attack to knock enemies up: remember that auto-attacks apply to everything in range of Ormarr. Place yourself in the thick of enemies and you’ll be able to inflict the crowd control and damage on everyone in range and guarantee Swagger’s damage!

-Never be afraid to go in the enemy jungle and hunt a more dangerous game! Unstoppable gives you avenues of escape that most junglers do not have.

Matchups
Butterfly- This hardcore assassin simply does not measure up to the Berzerker in a slugfest - your overwhelming crowd control will give you the edge, and your natural affinity for armor, health and attack damage will threaten her throughout the game. Do not be afraid of encountering her in her jungle, do not be afraid of encountering her in the river!

Ormarr - This mirror matchup is pure skill, but starting items and playstyle change the dynamic a lot. A good Ormarr will build Hunter’s Crossbow for a quicker clear, and if your opponent cannot resist purchasing a light armor or short sword - you will end up with more buffs and more levels in the first few minutes. Take advantage! If Ormarr is laning, he can be an easy gank if he chooses to aggressively use Unstoppable or finds himself low on mana.

Kriknak -  Kriknak The Scarabim is one of the jungling opponents that presents a threat to the Berzerker King’s dominance. With high early game damage, a healing skill and percentage-of-total-health scaling, the big bug poses a dangerous opponent to come across in the early game. The one advantage Ormarr has over the Kriknak is the sheer amount of crowd control Ormarr brings to the table and the simple slow that Kriknak has: stop this bug from snowballing by countering one of his ganks with a well placed stun.

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