Sabtu, 15 Desember 2018

Toro: Call Shots as the Bull

Build and Guide Toro: Call Shots as the Bull


Cheat Sheet
Skill Build

Unlock each skill when able, starting with Bull Rush. Focus into Bull Rush until team fights become the norm. Go for Battlecry if constantly overwhelmed. Otherwise, keep things balanced.

Items

Mantle of Ra, Hyoga's Edge, Gaia's Standard, Crimson Banner, Shield of the Lost, Ancestral Glory

Arcana

Grab extra ability power with low-tier Red arcana before switching out for additional HP gains. Purple arcana should priortise stats like  HP and HP Regen with the occasional movement speed increase. Greens serve best as Amor and Magic Resist boons with a helping of Max HP and Cooldown later on.

Talents

Endure, Heal, Execute

Introduction
If you enjoy getting as close to your opponents as humanly possible, being a bull rather than a human could very well be the best way to go about it. Toro is one of the bulkiest tanks in Arena of Valor, and he makes sure to cause some damage while he's getting in everyone's way.

An initiator tank at heart, Toro doesn't feel the need for his allies to make a move before rushing in to steal the spotlight. He calls the shots in the battlefield, and a team that can murder him before feeling the horns is not a team worth engaging. He uses his skills to make a quick entrance and exit, but his high survivability only makes him even more suited to debilitating his enemies by getting all up in their personal space.

Skill Build
Tough Hide, as Toro's passive skill, is how he raises the bar as a tank. During any of his abilities, Toro is completely immune to stun or general crowd-control effects. And with two of them having a sizable wind-up time before really going off, he's brilliant at baiting the moves that would typically spell trouble for his allies.

Bull Rush, his primary ability, does exactly as you'd expect. Charging literally head-first into battle, Toro bores who and whatever happens to be in its short path and tosses them into the sky. Damage is most certainly expected. A great initiator move, it also doubles up as a major chase mechanic and a way to guarantee a safer exit.

Battlecry has Toro get angry and  nullify incoming pain while damaging those around him. It takes a second to build up that rage, but letting it go in a static position will strike fear into any nearby enemies, reducing their movement speed by 35% for a short peroid. The added shield effect paired with his passive means Toro is basically unstoppable during this burst. He's going to let loose, and anything used against him during this time is a typically a huge waste.

Then there's Cracked Earth, his Ultimate move. It isn't exactly a finishing blow on its own, but it's another great tool at Toro's disposal. Similar to Bull Rush, Toro leaps into action and slams down on the target location. Over the next few seconds, he slams into the ground with each of the three earth-shaking impacts slowing  anyone underfoot for longer, and more severely, than the last. The first two strikes share the same damage numbers, but anyone still around for the last will feel the effects for far longer.

Bull Rush has a great many uses on the battlefield, and while Battlecry does too, the added shield shouldn't be necessary in the early stages of the game. If Toro is found on the top lane against a single opponent, teasing them with a well-aimed Bull Rush should be all that's needed for now. Pick up both the aformentioned abilities by reaching Level 2, but it's typically smarter to pick Bull Rush over Battlecry first.

As usual, you'll want to grab Cracked Earth the moment it becomes available. At that point you'll need to study the state of the game for future decisions. If laning phases are still going smoothly, keep your focus in Bull Rush. You typically won't see a second use of Battlecry in a small-scale fight, but having Bull Rush on a reduced cooldown will heighten your chances of making a smooth escape if needed. If you'd rather play more aggressively early on, however, levelling both abilities together will ensure they share a close recast time.

If team fights are breaking out early, balancing the two wouldn't be unwise. If your teams are a little further behind and need the extra time in a fight, you could see the boosted shields of Battlecry make more sense here. If things are going more in your favor, pouring your focus into Bull Rush should have your opponents fear your presence. Just attempt to read the game's path before choosing one or the other. If your team is falling behind, go for defensive opportunities. Otherwise, be a cow.
 

Recommended Talents
A number of choices would suit Toro's toolkit well here, but some stand out more than others.

Heal is as powerful as ever. It helps keep you on the battlefield even longer, but its AOE effect could be wasted when you're spending most of your time within close quarters of the opposite team. It's a decent pick if you're fighting alongside many melee champions, but that shouldn't be happening too often.

Endure is a strong choice. It doens't seem to get a whole lot of love in the current meta, but it can make a world of difference for a character built to be an annoyance. The obvious situation would be to use Endure whilst on the brink of death, but taking 0 damage over 1.5 seconds has its benefits in any situation where damage is due. Another option would be to use it between ability cooldowns to buy time before striking again, or popping it in range of a tower to soak up the damage while your team runs through to secure a kill or, better yet, knock it down. Using it shorly after losing your Battlecry shield could waste even more of your opponent's vital abilities, leaving them wide open for a counter-attack.

A tease of a choice would be Execute. Great for securing a quick kill, it would seem perfect for a character who's within range of a whole team long enough to see them drop below 20%. You're much better off leaving the bounty in the hands of allies who can make better use of the cash, but Execute inflicts a great deal of pain in any situation. Using it when a high-value target is sat at around 30% HP, it can help ensure they're killed off if properly followed-up.

Items
Toro aims to be the centre of attention at all times. Teams should always try to shrug off the advances of an enemy tank and focus their efforts on the ones actually dishing out real damage, but that very rarely happens. Instead, you'll be taking the vast majority of the pain, so you should be equipped to take it all on the chin.

Being the centre of attention means items affecting those around him are a great choice; things like Shiled of the Lost and Mantle of Ra really shine here. Their effectivness varies on the enemy team picks, but the idea stays roughly the same. Starting off by building into Hyoga's Edge will make picking up an early lane kill a little easier thanks to the movement speed effects of an auto-attack. Building from Greaves of Protection grants you a lot of extra HP early on, too, but going for Mantle of Ra is a stronger pick for the aggressive type – especially if you're not seeing the need for much Magic Resist.

Your choice of boots plays heavily into this, too. The extra movement speed is a boon, but you'll also gain a little from another pick down the line. If you need the extra resistance, choose Gilded Greaves. Otherwise, go for Sonic Boots. If you're not planning on running around too much, however, these can be easily swapped out to Hyoga's Edge of Mantle of Ra; depending on which you choose earlier in the match.

We'll gain our minor movement speed increase from Gaia's Standard, which will double as a way to keep us regenerating health as we rush into battle and pop Battlecry. Again, if Magic Resist isn't needed, The Aegis will help you be more of an annoyance with reduced cooldowns and hits to your opponent's speed stats. You'll just have to be careful with your own life.

From there, things are pretty straight-forward. Crimson Banner should keep you on the battlefield during longer teamfights – assuming a friendly secures a kill – while Shield of the Lost will ensure your opponent's attacks are always slower than they'd like. To build on what we're going for when taking Endure as a Talent, Ancestral Glory will buy you time when killed to fire back from grave or attempt to charge through your enemies to bolster your team's chance of a tactical retreat.

Arcana
Focusing mainly on AOE moves, choosing Ability Power arcana for Red slots should yield higher damage potential over the occasional punch. In upper tiers you should definitely look to build additional HP with arcana like Pummel and Indomitable.

Purple slots can help with a number of Toro's primary stats. If you're typically rolling without boots and would like the additional movement speed, Alacrity and Benevolence will help massively. Otherwise, focus on HP and HP Regen with choices like Undying, Vigor, Vitality and, when getting started, Life and Rebirth.

Greens are an easier choice with Tier 3 mixing Armor, Magic Defense, Max HP and Cooldown Speed together with picks like Valiance and Crusader. A mix of each will be more than enough. Earlier on, however, mix Armor and Magic Resist before swapping some out for the HP and Cooldown boosts of Serenity.

Early Game
When playing in an optimal setting, Toro will be taking top lane like the champ that he is. In most situations this usually means multiple stand-offs with similarly bulky tank characters until one finally gets a little too ahead of themselves. Don't let that be you.

Thanks to your passive, you're pretty effective when it comes to avoiding gank situations. You can expect a crowd-control ability to come your way the moment a second enemy emerges from the river, meaning a quick slide back with Bull Rush is all it takes to return to safety; so don't be afraid to push ahead if it means prodding your opponent and getting those minion kills.

As an added bonus, Toro's auto-attacks have a minor cleave effect to them, meaning it's entirely possible to attack a couple of minions at once without using your abilities. If you're lucky, you may just dish out some enemy damage by proxy. Just play it safe for now.

Mid Game
Once you've unlocked your full skillset, you're more than ready to start causing some trouble. You only get bulkier with more cash, though, so farm as much as you can while you have the chance. If team fights are breaking out frequently, your team will likely need your help to ensure towers aren't lost to aggression tactics or set you all back by throwing away kills. Don't go trying to take on the whole team, either, as you're likely not ready for that just yet.

If it's a necessary move to keep them away, try to initiate with a surprise attack of Cracked Earth to close the gap from the brush and follow up with Battlecry. This will leave Bull Rush available if and when an escape is needed. Buy some time, but don't stay in there long enough to get killed. That won't help anyone. Just ping your instruction before diving in; tell your team whether a counter-attack would work or whether you're attempting to save their lives.

If your team struggles to hold their own in smaller fights, attempt to get there before they begin. Initiate with Bull Rush and follow up with Battlecry to slow your enemies, shrug off their stuns and absorb some early damage. The borrowed time should be enough to counter in whichever way seems best. At this point, it's likely best to convince the opposite team that early teamfights are not the answer.

If you've taken Endure, you could use it to soak up tower damage on other lanes to allow your allies to knock them down.

Late Game
It's at this point where you'll need to be in top form (and shape) all the time. Initiating a fight with cracked armor is a suicidal attempt that'll only have your team rushing in with far little time than they likely need to get the job done. You're not great at soloing Jungle monsters, either, but you can certainly take the damage of the tide-turning creatures in there for your allies to finish off.

You're the front of your army, and your advances should always be followed up by your allies. If possible, open by using Bull Rush the moment you're in range of any potential crowd-control abilities – unless an enemy Grakk is looking for someone to pull in; the best case scenario there would be to intercept the line and use that as a way to kick things off. Otherwise, charge in while aiming for a high-damage character and hope to slow them all down with a blast from Battlecry. The shield, at this point, should help absorb any incoming damage while you're healing whatever damage you took at the start through Gaia's Standard. Immediately after, line up Cracked Earth to pound as many enemies as possible and push down any high-value targets; particularly mages. You'll want to beat the enemy tank to the game here, just like a pistols as dawn situation. Your team won't be able to make the most of your initiation tactics if they're having to deal with those of your enemies.

As your shield runs dry, it might be a good plan to use Endure to catch your opponents off guard – assuming they're still trying to kill you. This will buy time for Bull Rush and Battlecry to cooldown, giving you yet more time to root them in place. Try to save Bull Rush to disengage or to begin the chase at the end of the fight, but try to use Battlecry as much as you can. The longer you're around your opponents, the weaker they'll become thanks to things like Shield of the Lost and Mantle of Ra.

Ancenstral Glory will either be a hidden trick or an expected item depending on how your enemies view your premature use of Endure. Typically used to dodge the lengthy cooldown of the end-game item, it could have them believe you don't have it at all. Either way, they'll likely rush toward your allies the moment you drop to the ground, meaning you should be ready to begin again the moment your life is restored. If you allies took your death as a means to escape, so should you.

FAQ/Tips
 

Toro spends a lot of time surrounded by his opponents. Item picks like Mantle of Ra and Shield of the Lost work wonders here

You can typically survive longer than you think. Don't be afraid to use that time to rethink your strategy.

Toro is heavy, so don't expect his gap-closers to clear too much ground.

Keep up the pressure and stay calm in a fight. A tank dying isn't the end of the world. Just buy as much time as you can with auto-attacks and interrupts from your abilities.

You have a lot of health. Don't be afraid of eating tower damage if it means taking it down. You'll still be hard to kill.

 

Matchups
It's difficult to find a composition that doesn't benefit from having Toro as their leader. With so many gap-closing abilities, he's almost certain to get up in any champion's face if provoked. The best thing you can do is counter his advances with a multide of slow-down abilities at close range thanks to the minimal distance he can travel with his own skills. Characters like Gildur and even potentially Alice can make a big different here if used correctly.

When it comes to taking on Toro in mortal combat, characters who are fast on their feet will likely stand a far better chance of whittling down his enormous health pool. Zanis' attack speed doesn't take a huge hit when it comes to Toro's abilities, but it's ranged attackers like Valhein and Fennik that can typically run circles around the guy. Thanks to his high armor values, though, it's mages that pose a bigger threat – so long as they can keep their distance.

 

If you're a tank going against a Toro, patience is the key attribute. He goes in hot and will shrug off early attacks by blowing his collection of skills. Attempt to save your own until then and just try your best to slow him down. Typically carrying far less magic resistance, these are the champions that will need to be kept safe so that they can focus their magic on breaking through Toro's lacking magical defenses. Mganga would be a strong pick thanks to his wider attacks, while Khalii wouldn't perform quite so well due to how easily her ultimate can be turned against her. Veera is another strong pick thanks to her resistance-shredding capabilities and long-range attacks, while Preyta can often knock a Toro back into the enemy team and dish out consistant AOE damage while moving rapidly around the field; a complete counter to everything Toro strives to achieve.

As a Toro, your aim is to keep the opposing team together and distracted long enough for your own to land their attacks. When going against one, you want to ensure this can't happen.

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