Build and Guide Slimz: Murder in the Fur Degree
Cheat Sheet
Skill Build
Build up Flying Spear for the majority of the match, but ensure each ability is unlocked at Level 4.
Items
Claves Sancti
War Boots
Slikk's Sting
The Beast
Spear of Longinus
Hyoga's Edge
Arcana
Shy away from anything too defensive, and avoid Critical Chance in favor of dedicated items. Attack
Power and Attack Speed are your two main stats, with Life Steal being a reliable sub-stat choice.
Talents
Roar
Disrupt
Sprint
Introduction
If you’ve come from League of Legends, you’ve likely already drawn the only comparison between Slimz
you’ll need for the majority of this guide. While the pesky rodent can’t shapeshift into an aggressive
feline like a certain other high-profile spear user in the MOBA world, he can launch devastating assaults after a precise toss of his main weapon.
High attack speed and raw damage output are the bread and butter of Slimz, yet it's precision and patience
that Slimz players need to master. Without the ability to accurately predict the movement patterns of your
target, Flying Spear won't reliably stun or even manage to deal much damage if you're compensating
inaccurate aim by standing by your target. As much damage as Slimz can throw out with his own buffs
and rapid auto-attacks, not supporting himself and the team with a stun or two drastically lowers what he
brings to the table.
Skills
Piercing – A simple passive for a simple creature, Piercing simply means each third auto-attack hits
enemies behind its original target for 130% of your standard auto-attack. It isn't a massive distance, but it
isn't stuck to a thin area of effect, either. Line up minions with other targets – like champions or towers –
and you'll have a consistant AOE ability once Attack Speed starts to pile in through other means.
Flying Spear – The main allure of Slimz, Flying Spear is a long-range projectile attack that stuns and
damages the first enemy to get in its way. The effects amplify the more distance the spear covers before
finding its mark, so skill-shots feel great and can give plenty of time for nearby allies to pounce. Slimz
gains a noticeable bump to his Attack Speed upon a successful shot, with his movement speed being
boosted, too, should it impale an hero.
Leap of Vitality – A short-range jump, Leap of Vitality offers an immediate Attack Power boost that
scales with each upgrade. Use it to jump into battle, or jump back to a safe spot. Either way, just make use
of its boon whichever way you go.
Savage Potion – If you were hoping for a high-damage Ultimate, this isn't it. Chugging a drink of
questionable contents, Slimz is embued with the strength to deal damage with each auto-attack equal to
4% of his target's maximum HP. A 20% boost to his movement speed helps him get into position. The
effects are temporary, but each kill or assist while under its influence pads out the effects for an additional
3 seconds.
Skill Order
It isn't just the fact that Slimz only has a single damage-dealing ability that makes us focus on powering it
up as quickly as possible, but its versatility. Reducing the cooldown and upping its damage potential
allows it to be tossed out more often to greater effect which, in turn, can lead to more ganking
opportunities and set-ups for your team.
A well-placed Flying Spear can single out a target long enough for nearby allies to savegely beat them
down, relieving the pressure of a teamfight somewhat and laying the foundation for you Slimz to activate
his numerous boosts that should still be in effect when his first target has fallen.
As expected, have your entire skillset unlocked by Level 4, but put that third point into Flying Spear.
You'll have to alternate ever so slightly in the levels that follow, but pouring your attention into beefing
up Flying Spear will come soon enough. By Level 12 you should have maxed it out, with the remaining
points helping Leap of Faith offer a more potent Attack Damage increase as things start to heat up.
Talents
As good a case Slimz may propose for hanging out in the Jungle, this guide focuses on him being a
Mid/Bottom Lane disruption for most of the game. He has an impressive of clearing minion waves while
dealing damage to heroes from behind, and that's not something we can easily give up. For the aggressive
Slimz, here are three wise Talent choices:
Roar – The obvious choice. Each of Slimz abilities boosts his Attack Power and Attack Speed for very
good reason, and having another way to do that in whether in the middle of a brawl or heading into battle
is a no-brainer. Roar grants an immediate 60% Attack Speed boost and a little extra 10% Attack Damage
for good measure. This is a tempting pop in the opening moments of a match where Slimz can stun a
target but struggle to follow up with fast blows.
Disrupt – Any combination of Attack Speed and Attack Damage spells doom for a tower, but those
powerful blasts can contribute to an untimely demise. Shutting them up for 5 seconds gives Slimz plenty
of time to burn them down with little help from his minion friends, and having a way to concentrate
attacks on a target pinned by Flying Spear under the comfort of their own tower can contribute to an few
easy kills in the early game.
Sprint – Although Slimz can boost his movement speed in more than one way, he typically has to fire up
his Ultimate to reliably charge into battle. Leap of Vitality can only take him so far, and gaining the
benefits of Flying Spear requires it to actually damage a hero – something you can never guarantee. With
a reliance on buff and stun timings, any extra Movement Speed is good news for Slimz. If you're
rightfully bouncing into combat with Leap of Vitality for its Attack Damage gains, having Sprint
available for a potential retreat is a great lifeline.
Items
Being a Ranged hero focused one close to nothing but auto-attacks, Slimz runs on a popular Equipment
profile that could have been lifted off countless other similar characters. As ever, you'll see Ancestral
Glory recommended toward the end, but with the likelihood of being slammed down again immediately
after getting back up thanks to a practically non-existant defences, feel free to bolster your raw damage
potential with just about anything from the Attack section of the shop – except maybe Onmi Arms.
Build into the always favorable Claves Sancti as fast as you can as Slimz. Avoid Attack Speed items until
it's done as these will do next to nothing without a decent source of Attack Power. Giving a massive 30%
Critical Chance and allowing for each Crit to boost his Movement Speed, Claves Sancti is the undisputed
beginning build of any non-Jungle Slimz. Immediately after, build into War Boots for the 25% Attack
Speed boost you'll now need to capitalize on th effects of Claves Sancti.
Slikk's Sting is another obvious choice in the third spot as something that bestows Slimz with copious
amounts of Attack Speed and enough Critical Chance to up him to 50% without Arcana coming into the
count. The movement speed boost is nice on its own, but the rapid access of Critical Hits allowed by
Slikk's Revenge should mean the Movement Speed boost offered by Claves Sancti should kick in within
the first second of a fight. Upping damage caused by Critical Hits by 50% is, as they say, icing on the
cake. From here, it's back to the basics. Pick up The Beast for another sizeable Attack Damage spike that,
when paired with its 25% Life Steal, helps keep Slimz fighting fit without having to go back to base.
Spear of Longinus takes over from the typically recommended Muramasa by offering more of the good
stuff – including Cooldown Speed – as well our first taste of Armor and a potential to add up to 250
points worth of Armor Reduction that can be used and abused by your allies, too. Finish up with
Ancestral Glory if you really need the lifeline, otherwise grab a defensive item that can make focusing a
single target a little easier – like Hyoga's Edge – or another hyper-offensive pick like Fenrir's Tooth.
Arcana
Already racking up around 50% Critical Strike Chance from items alone, Slimz isn't the finest pick for an
Arcana page filled to the brim with Shock in the Red slots. Splitting between the three viable Red choices
isn't going to up your chances by much either, so focus more on Attack Damage than Crit and Attack
Speed in the lower tiers. A safe bet would be an 80/20% spread of Strength and Agility to give you a
competitive edge in the early game. For Purple Arcana, the only real choice is Leech for the minor Life
Steal – 1.2% for every 3 slots isn't great, but it's better than nothing. For Greens, go with Stab for that
extra tank stopping power.
Once your attention turns to Tier-2 Arcana, Batter becomes the clear winner by offering both Attack
Damage and Attack Speed. Cyclone loses out with low Critical Chance, and Ambush would only feel
noticable if it filled every slot (which would sacrifice too much sustainable damage). Vamp is your only
true option in the Purple slots, and Greens take it home with Assault.
Move into drastically more expensive Tier-3 Arcana and things start to get complicated. Obliterate would
offer the biggest chance for a snowball effect in the early game, but Onslaught could be viewed as a more
grounded approach in a team fight. Opt for the latter if you're new and look into switching for more spike
damage once you're comfortable. For Purples, both Reave and Assassinate are solid picks and can be used
together without much worry. Focus on Reave if you like to play it safe. In the Green corner, look no
further than Skewer to add a whopping 64 Armor Pierce right out of the gate. That's like an extra stack
from Spear of Longinus.
Early Game
With only a spear to his name at the start of a match, Slimz doesn't have a whole lot going for him –
especially if you're not great at aiming its narrow hitbox. Rather than harassing your foes, use the
inexperience to get some farming done and toss it their way only if they're close or not eractically
zigzagging around. If you do manage to land a hit, use Leap of Vitality (if available) to close in, boost
your attack, and get a couple of cheap shots in. Pop Roar here if you picked it up to deal a crippling blow
that should help you get ahead in the farming game.
If you're partnered up or notice an ally sneaking over into your lane, actively aim to land the spear to give
you both an opportunity to get a quick kill.
When against a more aggressive enemy, focus on putting a minion wave between you both. Every third
auto-attack against minions will pierce for additional damage, typically catching enemy heroes who
happen to get close looking for an attack opportunity. Being a ranged attacker, skirting around isn't too
difficult, so you can reduce your opponent's HP while clearing waves.
Mid Game
Once you've gained respectable amounts of Attack Damage, Attack Speed and Crit potential from your
first 3 items, it's typically time to start playing a more active role in the match. Gold is still important, but
you might as well focus on clearing minion waves and Jungle monsters as you wander the battlefield
looking for someone to impale with Flying Spear.
It doesn't cause a ton of damage at medium range, but the stun can isn't just a way to signal an attack on
whoever it catches out. Instead, look for a way to save your comardes from certain death by aiming for
whoever is hunting them down. If they're low enough already, you can leap into action to help finish them
off – otherwise, just stun them, signal the retreat, and move on. If you happen to clear a lane or come
across a quiet one, push it out and aim for a tower.
Pop your buffs (and Roar) to rapidly increase the rate at which you can knock it down. Scurry off like the
bunny that you are and go back to farming Jungle monsters and pushing out lanes, tossing a spear or two
whenever you see a target that needs to feel a little on edge. Again, Flying Spear needn't be a nuclear
button. Staying out of sight and hitting a target will have a mental effect on the player. Just focus on
progressing the game through pressure.
Late Game
Entering the late game is a tricky time for Slimz. With still only a single damage dealing ability to use, his
core strategy hasn't really changed; hope for a stun with Flying Spear, pop cooldowns, auto-attack until
something dies. As a squishy bunny, Slimz can either hop out of battle or prey that he can stun a target
long enough to kill them before they kill him. In a team fight, the easiest way to deal damage is to be late
to the game. Let a battle commence so that each participant focuses on a particular target – one that isn't
you.
Fire your spear down the lane for a good chance at stunning someone, then bounce in with Leap of
Vitality, pop your Ult and just let your auto-attacks do the talking. If the enemy team stays close together,
the speed of your shots will trigger your passive in quick succession with a base 50% chance of that
minor AOE being a critical hit that can shave a good deal of HP from the entire group. If you have Sprint,
using that might be a good idea after the first few seconds, as it doesn't take long for someone to turn their
attention to you.
By joining in late, we're just hoping players will stick to their original targets. Armor Pierce values
coming from Spear of Longinus should help the team eat through a tank, but you shouldn't prioritize them
just because they look like the biggest threat. Attempt to focus down melee attackers first, then use a
mixture of the brush, Flying Spear, and another Leap of Vitality to pounce at a nearby Ranged attacker
like Veera or Violet. These softer targets can't put up much of a fight if you're able to knock them down
before your stun wears off. If you don't trust your aim, leap into battle first and launch it from close range
– any stun is better than no stun. If they're not dead before they break free, start to make your escape and
recoup any HP lost by killing jungle creatures or pushing out lanes again.
You're likely one of the better tower busters of your team, so even if you're not the most reliable shot on
the battelfield, you can still move the match in your favor by opening up the avenues to launch an attack
against the enemy base.
FAQS/Tips
Don't rely on Leap of Vitality to reposition for Flying Spear. Save it to jump to your target while
they're stunned.
Life Steal means clearing Jungle camps and killing the Abyssal Dragon is a great way for Slimz
to earn Gold on the side while giving him a reason to roam.
Analyze the battle before popping buffs. You don't want to get shot down before you have a
chance to attack.
Anticipating your targets path for Flying Spear is tough, so landing it on a rooted enemy has its
perks – like granting its effects while you focus another enemy.
Use the minimap to improve your chances of landing Flying Spear on an off-screen target.
Match-Ups
High mobility attackers and tanks with hook abilities are the bane of any Slimz. Fleet-footed characters
can dodge Flying Spear with ease and quickly take advantage of its long cooldown to launch a counter-
attack. Similarly, tanks like Grakk and Mina hugging their lane partner can either eat a spear without a
care in the world, or force you to stay on your toes to avoid their grabs, making aiming a spear even more
of a risk.
For anyone else, following the golden rule of moving unpredicatbly will make a world of different when
facing off against Slimz. If he isn't able to stun, he is rarely able to kill as most characters can stop him
before he has time to pop his buffs and deal fatal damage. A single stun is enough to get you killed, but it
works both ways.
Siding with Slimz means either ensuring enemies group up long enough for his Pierce passive to deal
damage, or helping single out an opponent for him to tag with his spear. Characters with hold moves like
Grakk or Gildur compliment him well. In the same vein, any melee hero should keep their target close,
giving Slimz an easy opening for a well-placed spear that can be quickly followed up by a barrage of
strikes.
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