Sabtu, 15 Desember 2018

Tel'Annas: The Elf Queen in the Bot Lane

Build and Guide Tel'Annas: The Elf Queen in the Bot Lane

Cheat Sheet
Skill Build      

Arrow of Chaos > Penetrating Shot > Eagle Eye

Recommended Talents      

Flicker, Heal

Items      

Claves Sancti, War Boots, Slikk's Sting, Devil's Handshake, Muramasa, Blitz Blade or Ancestral Glory

Arcana      

Blitz, Assassinate, Skewer

Introduction
Tel'Annas is a ranged marksman, specializing in quick attacks and slowing her enemies. Early game she relies on skill shots to deal massive damage and apply crowd control to her enemies. Late game her ability to enhance her normal attacks cause her attacks to be some of the best scaling heroes in the game. Making her a real powerhouse to bring to a team.

Skill Build
Arrow of Chaos > Penetrating Shot > Eagle Eye

Note: Your mana costs can be quite high for the short cooldown, be careful that you don't spam your abilities and cause yourself to be out of mana in lane versus your opponents.

Arrow of Chaos is your ultimate ability. After charging for a short duration Tel'Annas fires a long-ranged skill shot dealing 300/400/500 damage depending on ability level. Enemies further away take increased damage up to double the base amount. Enemies hit by the skill shot are knocked back and stunned. This ability grants Tel'Annas 20% movement speed for 2 seconds after casting. This ability is best used in two separate ways for separate reasons. You can either use it to finish off heroes running away or push back and stun enemies that are a bit too close to you.

Penetrating Shot is a medium ranged ability that fires 3 arrows in a straight line. Enemies hit by this skill shot take minor damage of 180/210/240/270/300/330 depending on ability level and are slowed by 30% for 2 seconds. The arrows lose 20% of their damage for each enemy hit, up to 40% damage reduction. We level this ability second due to its higher burst damage then Eagle Eye. This will allow us to quickly poke and trade, especially against certain heroes that will want to quickly do damage and then leave. Eagle Eye scales better as we get items, so we will leave that ability for the more late game.

Eagle Eye is what really sets Tel'Annas apart from other ranged carries. Passively as long as this ability is learned, Tel'Annas will reduce the movement speed of enemies she hits. This stacks up to 5 times and slows by 6% per stack. Even as a passive, this is a great way to control your lane and keep the enemy support off of you. Upon activation Tel'Anna's range increases drastically and increases her attack speed by 20/23/26/29/32/35% depending on ability level, for the next 3 seconds. This ability also imbues each normal attack, causing them to do bonus damage and adds an extra stack of the slow mentioned earlier.   

Your passive is The Morning Star, this passive increases your attack damage by 10% when allies are nearby. Making this useless in the lane when your ally leaves. So, make sure you are near your support at all times, or some other ally late game.

Recommended Talents
Flicker, Heal

Flicker - 120-second Cooldown: Teleports your hero a short distance    

Flicker is always a great Talent to use. It’s a free short ranged teleport ability that can get you over terrain or towards a position you want to be in instantly. I recommend using this ability and getting good with it, regardless of the hero used, unless you are the jungler.

Heal - 120-second Cooldown: You and nearby teammates instantly recover 15% HP and gain 15% movement speed for 2 seconds.

This ability is great in a duo lane, especially if you are not very good at using Flicker. However, id still really push that you take Flicker and get your support to take heal if anything. Though this ability is super useful late game, as it heals everyone you are near and not just a set number of allies. Still, though, Flicker will save your life from any situation just about. Heal does nothing if you get caught but prolong the death.

Items
Claves Sancti, War Boots, Slikk's Sting, Devil's Handshake, Muramasa, Blitz Blade or Ancestral Glory

Start Short Sword and rush Claymore into Sancti. This item adds movement speed after each crit, which stacks nicely with our slow on enemies. Not to mention it adds a massive amount of attack damage and critical chance.

War Boots is attack speed. Late game our ability imbues our attacks for a few seconds, we basically want to hit as much as we can to get out more damage.

Slikk's Sting is more of the same of the last two items. More attack speed and critical chance, but with a new effect. Slikk's increases critical damage by 50%. Considering how much damage you are already doing this is sure to melt your enemies.

Devil's Handshake just grants 10% attack speed per stack for 2 seconds up to 5 stacks. Adding a bit more base attack speed and critical chance this just gives us more ways to scale after a few hits into a monster.

Muramasa is our answer to late game tanks building more and more armor. This will grant us 45% armor piercing, basically taking away half of any armor they care to buy. The more they buy the more we ignore.

Blitz Blade or Ancestral Glory. Blitz Blade adds a lightning effect that you are going to be triggering constantly to deal massive damage in team fights and is the better way to go to really do the most damage you can. However, it all means nothing if someone has the ability to take you down in a second. If the enemy does have someone doing that, go Ancestral Glory. This will allow you to revive and get back to work after they are done blowing all of their abilities and putting everything on cooldown.

Arcana
Blitz, Assassinate, Skewer

Blitz simply adds attack speed and critical chance. Critical chance early is fun on a ranged carry, one critical on an enemy hero will really put you and your bot lane into a good spot. A

Assassinate grants us some much-needed movement speed to move stay out of harm's way as well as move to a good position to hit enemies as we need to.

Skewer adds some early game damage and armor piercing, allowing us to bypass some of the armor early on to get as close to true damage as we can.

Early Game
Early game you basically want to farm. Use your skill shots to keep enemies away from you and if at all possible, gain an early game advantage. Do remember that killing an enemy is great, but don't risk too much. Simply making an enemy teleport back to base gives you time to push minions into the tower and deal some damage to the tower. Wasting some experience and gold for the enemy hero as well, as they miss minions.

Middle Game
At this point of the game, you will want to roam around with your support and push lanes down. Your greatly increased attack range with Eagle Eye will make pushing towers down easy. Make sure not to get too risky for towers though, you can simply push enemy minions into the tower and move to another lane if you meet too much resistance.

Late Game
Late game you are a powerhouse. Eagle Eye is 3 seconds of fear for the enemy at this point. The increased attack speed will have you firing off shots faster than anyone with long range on top of that. Allowing you to safely poke and harass the enemy well before they are in range to attack you back.  Use your ultimate to knock enemies back that do try to come after you and the stun should give you and your allies plenty of time to destroy them. Just stick with your team and hit whoever the best target is for you to hit. Stay safe more than anything, and keep the damage raining on your enemies.

FAQ/Tips
While Eagle Eye is active avoid casting abilities, as they will just waste the duration of Eagle Eye.

Be constantly aware of your ally's positions. That 10% damage buff due to simply being near someone is huge.

Your ultimate deals up to double its damage the further enemies are out. Making it both a great opener and a great finisher.

Matchups
(Valhein, Easy)

Valhein has short ranged abilities, and no way to increase his movement speed. Just be aware of when the shuriken above his head is yellow and aware of his range. He will attempt to stun you if he wants to fight you. Just stay out of his range and pelt down on him from afar.

(Mganga, Easy)

Mganga as a support gives some decent healing to his carry and plenty of damage over time for his enemies. His range is quite short, so you should be able to keep your distance and poke him down. His health pool is also low, and most Mganga bot lanes tend to build towards damage instead of more health. Be aware of the damage they will have as two carries bot lane, but also be aware that they will die faster if your support and you do well.

(Violet, Easy)

Violet has more burst damage, but also less range. Just be sure to back up after she rolls for a couple seconds. She will place pull out another gun looking like a cannon during her tumble ability and after a few seconds, she will put it away. This secondary gun causes her attack to be longer ranged and deal bonus damage. You want to avoid these shots. Other than that, everything else is shorter range and deals less damage.

(Thane, Hard)

Thane as a support can dive onto you and knock you up. While your ultimate is a great way to get him off of you, generally he casts all of his abilities one after another. Giving you no time to push him away with your ultimate. Keep a great distance from Thane, don't even attempt to get in range for normal attacks.

(Grakk, Hard)

Grakk is played more top, but I do see him as a support sometimes. The pull is your worst nightmare. Getting hit by that is sure to put you into a position you do not want to be in, and on top of that, his ultimate will keep you there. Constantly move, stay behind enemies. Make it as hard as you can for him to hit you with his pull.

(Toro, Hard)

Toro ignores crowd control effects with his passive when he is using abilities and reduces damage taken by 20%. His cooldowns are 10 seconds at level 1 so you have some time after he uses an ability to try and apply crowd control. However, most bottom lane exchanges happen every 10 to 20 seconds as is. So, every time he attempts to engage with his marksman, his abilities will make your abilities to knock him back or slow him useless. Your best bet here is just to use your ultimate on the enemy carry, buy yourself some time to get away from Toro.

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