Sabtu, 15 Desember 2018

Raz: The Sweet Science

Build and Guide Raz: The Sweet Science

Cheat Sheet
JGreen

Skill build: Explosive KO>Power Surge>Rising Uppercut

Talents: Flicker, Heal

Items: Orb of the Magi, Rhea’s Blessing, Hermes’ Select, Boomstick, Holy of Holies, Hecate’s Diadem

Arcana: Hex, Violate, Devour

Introduction
Raz’s superhuman strength and speed were invaluable to Thane, who sent him deep behind enemy lines as a double agent against the dark. Though the ruse worked initially, Raz was eventually found out, and had to fight his way through hordes of the corrupted to make his way home.

In game, that vicious and relentless style of attack is front and center with this magic-based assassin. Using superior footwork and aggressive, damage-heavy dives, Raz and overwhelm his targets with fury and fists.

Skill Build
Fancy Footwork (Passive) - Every second and third consecutive basic attack moves Raz forward. The third attack moves him the most, and when contact is made, it does extra magic damage, moves the target directly away, and stuns them.

Another feature of Raz’s passive allows him to dash in any direction right after using an ability. Meaning all of his abilities can either be used to help catch someone, reposition an attack angle to keep the opponent guessing, or withdraw quickly. Being unpredictable is key to getting the most out of Raz, and Fancy Footwork gives you tons of ways to do just that.

Rising Uppercut - After a short dash, Raz unleashes a powerful uppercut that deals 480/540/600/660/720/780 magic damage to the target, and knocks them into the air. This can affect multiple enemies at once.

This is a great follow up to your stunning basic attack on your third Fancy Footwork attack, as they will be incapacitated for just enough time to throw the uppercut out. Be aware of where you plan to go after landing the attack to take the best advantage of your free dash. And keep in mind that, though the Uppercut dash is short, it CAN go over walls, giving you a minor escape tool.

Power Surge - Raz thrusts his fists forward and fires a projectile that does 440/535/630/725/820/915 magic damage, and reduces both movement speed and magic resistance.

This is a very long ranged projectile for a character that is melee oriented, and it’s a key part of how you’ll play defensively early game. You can harass lane opponents with it pretty easily, especially if they don’t have long ranged attacks themselves. It’s also a great tool for ganking and chasing, as the movement speed reduction on top of your mobility makes catching enemies a breeze. And it naturally sets them up to take more damage, thanks to the resistance debuff.

Explosive KO - Raz dives in with a fierce straight punch, doing 720/900/1080 magic damage to all enemies caught in his path, knocking them all back and reducing their attack damage.

This has a substantial range, as well. It’s not as long as Power Surge, but at least twice as long as Rising Uppercut, and its effective range even extends a bit farther than the template suggests.

When looking to initiate or dive on an opponent, this is the ideal tool. The knock back impedes their progress, and the attack damage debuff neuters their counterattack. Leading with a Power Surge first will slow them down and lower their resistance, making the impact of Explosive KO that much more devastating.

Recommended Talents
Flicker or Heal make good Talents for Raz, the former being more useful the whole game, while the latter being very useful early.

Items
You should rush Orb of the Magi as soon as possible. The 140 ability power and 10% Cooldown speed are great, but Bide and From the Ashes do their best work with plenty of time to spend to build up. I like moving into Rhea’s Blessing next, doubling down on the ability power and cooldown speed buffs, and gaining some magic lifesteal as well as the ever vital Life Shield. No diving assassin should leave mid game without one. The movement speed buff of Hermes’ Select makes them a good option for Raz, since getting into and out of combat often is kind of his thing.

To maximize the team fight impact when diving into combat, a Boomstick is a good choice. Besides spreading half of you AP as damage to everyone nearby, you get a heavy 240 ap bonus that will help put the appropriate amount of stank on your punches.

With a melee assassin, survivability has to be leveraged with lethality. If you find that you’re getting wiped out before doing any real damage, look into getting some HP in places like Holy of Holies and Soaring Aura. On Raz, I prefer the former, because the 400 AP is basically unmatched. Reducing magic resistance is good, but Power Surge does that for you, already. Soaring Aura might make a good 6th item, but so would Hecate’s Diadem.

Arcana
I like to focus on Raz’s destructive capabilities to help harass early game. Ability power, cooldown speed, and magic pierce should be your aim,  and  Hex, Violate and Devour will be the targets.

Early Game
Raz is best suited by hugging his tower in the early game and farming. Take Power Surge first, as it is your most powerful tool against early game aggression. Use it to farm if no enemies are immediately present. Be careful when basic attacking the minions or the enemy tower, as Fancy Footwork can move you into a bad position. The last thing you want to do is leap behind the enemy tower with no vision right as your minion wave dies.

Roam when you have a lane advantage, but don’t over do it. You are very squishy and any competent jungler can put you down quickly without much effort.

Mid Game
After towers start to fall, and you’ve finished an item or two, Raz is ready to perform in primary duty: flank and gank. Wherever your team’s bulk fighting force is, you and Raz should remain nearby. A Power Surge out of the jungle into the backline is a scary omen to any marksman who thought they were safe.

Getting good target priority is vital here, too. If you’re going to dive on someone and you won’t be able to get an immediate assist from a teammate, make very certain you can kill them quickly. Some quicker targets can be hard to keep in one place, while others can pop shields and rely on lifesteal to stay deceptively tanky. The longer you stay in a fight, the higher the chances of you losing it.

Late Game
If you’re not flanking, treat your team’s tank like you did your tower in lane. Stay near them and throw out Power Surges to keep the enemy honest, and your lanes pushing. As well as you dive, you are no engager. When your team’s shot caller makes their move, you follow up strong.

FAQ/Tips
You can normal attack without have a specific target. Meaning you can load up your third, jumping basic attack for a short time before engaging someone without having to “wind up.”

Basic attacks will still count towards your Fancy Footwork goal, even when interrupted by your abilities. Meaning the movement from your passive on the basics, plus the movement from your passive after abilities, can make you nigh untouchable when mastered.

Raz doesn’t use mana. Instead, his resource bar is Energy, which has a low max amount but a high regen rate. On top of that, all of Raz’s abilities instantly regenerate 25 energy when they hit. Being accurate with your moves makes you more capable in a skirmish, so even though it’s easy to do, don’t be so reckless!

Matchups
Raz excels against less than mobile marksmen like Yorn and Tel’Annas. They can’t escape him once he dives, and after a his Explosive KO lowers their attack damage, they lack the strength to counter.

Big damagers can really give Raz a bad game if they’re backed up with good CC. Gildur and Skud will take the fight to you from far and close range, and their natural tankiness will be difficult to overcome. If Grakk or Mina pull you off target and out of position, your are also going to hurt.

Good initiators help make the most out of Raz’s bum-rushing kit. Thane and Toro dive in and set the stage well for your bombastic assault.

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