Sabtu, 15 Desember 2018

Veera: Harvest the Mid Lane

Build and Guide Veera: Harvest the Mid Lane

Cheat Sheet
Skill Build

Inferno Bats > Hell Bat > Mesmerize

Recommended Talents

Flicker, Endure

Items

Orb of the Magi, Enchanted Kicks, Hecate's Diadem, Frosty's Revenge, Holy of Holies, Ancestral Glory

Arcana

Violate, Devour, Hex

Introduction
Veera is a harass-based burst mage. While she is listed in the game as an Initiator, I wouldn't recommend most people to go and start fights as this caster. She is built a bit tankier in this build with health to help with the revive health percentage from Ancestral Glory. However, I would leave that job to a tank, unless you can pick someone who is too far forward with your Mesmerize and combo. Mainly, keep in mind just how short things like your ult are. You can really do some damage in a team fight somewhat safely.

Skill Build
Inferno Bats > Hell Bat > Mesmerize

Inferno Bats is Veera’s ultimate ability. After casting, Veera summons up to 5 bats to attack nearby enemies. If a target has been hit once, the next hits will deal 50% damage. This ability is also great alone, as all of the bats will hit one target. Even though the bats after the first do less damage, they still do a great amount. This ability has an 18/15/12 second cooldown, making it one of my favorite mage ults in the game, since with some cooldown reduction you can easily use this ability 2 to 3 times in a team fight. At 485 damage at max level, with your passive shredding magic resist? That’s one heck of an ability.

Hell Bat is the second ability we max. Simply stated, it does more damage than Mesmerize and gets more cooldown reduction per level. If this wasn't the case, we'd max Mesmerize first. This is also our main poke ability with 10 less mana cost, so it makes sense to max. This ability is a decently long skill shot with great payoff for hitting multiple heroes.

Mesmerize has okay range and stuns the enemy hit for 1.5 seconds. Normally I like to start with this ability, rather than Inferno Bats into Hell Bat. That way they can't dodge you at all, and by the time Hell Bat hits, you will have maxed the amount of magic defense via your passive that you can apply to an enemy.

Your passive Come Hither reduces enemies hit with your abilities magic defense by 30>72 (Scales with hero level) up to 3 stacks.

Recommended Talents
Flicker, Endure

Flicker:120-second cooldown: Teleports your hero a short distance.

Flicker is going to be a good ability regardless of who you are playing. Any ability that causes you to get out of a bad situation instantly for free is good. Just be sure you are good enough at controlling the direction you blink towards and learn its range. It can get you over most walls, but not all of them.

Endure 120 second cooldown: Immobilizes your hero to become invulnerable for 1.5 seconds.

Endure immobilizes your hero to become invulnerable for 1.5 seconds. This is a bit of a double edged sword, and should really only be played with a team member or two who is able to communicate with you over voice chat. However, this works great with Veeras short cooldowns and Ancestral Glory. Tons of survivability with little risk. You will need someone to react and protect you quick upon use however, as enemies will freely walk up to you during that 1.5 seconds of immune time. Though it can be the ultimate tool in saving your life upon an assassin jumping onto you. This is mainly to be used in safe spots. Inside your team, under a tower, etc.

Items
Orb of the Magi, Enchanted Kicks, Hecate's Diadem, Frosty's Revenge, Holy of Holies, Ancestral Glory

Start with Spell Tome-- we want to rush into Phoenix Tear for the unique passive: "When the hero gains a level, 20% of Health and Mana are restored over 3 seconds". Early you will not be very tanky, and prone to take poke damage. So, this is a great item for staying in lane longer.

Rush Orb of the Magi before boots, the value of the item takes 5 minutes to stack, and the faster you gain it the better.

Build in order as normally afterwards. Not much to state here. Boots give more magic pen for more damage. Hecate's just adds to our pierce further with additional damage. Frosty's gives us a slow on our massive ability spam, allowing for safer trades. Holy of Holiness is built over things like Rhea's and Boomstick in this build due to Ancestral Glory regening 40% of your hp. This adds a whopping amount of HP on revive.

Arcana
Violate, Devour, Hex

A bit different from the recommended set.

I prefer dropping the 1 additional ability power per Arcana for 2.4 magic pierce per. More ways for us to get closer to doing true damage with our abilities.

Devour gives us a good amount of ability power and magic life steal, always good for characters with shorter cooldowns or high damage.

Hex Gives +2.4 ability power and 0.7% cooldown reduction. We're dropping .3% cooldown per for 2.4 ability power. Just seems like a better pick over the recommended again.

Early Game
Early game Vera can hold her own. Your lack of escapes means you should remain near the tower. You're mainly trying to farm and poke at this point. Mesmerize combo when you can, but try not to over-extend.

Middle Game
At this point of the game you should be stacking Orb or near done with it. Maybe you have boots if the lane went well. Feel free to roam and get picks in other lanes. Mesmerize is a great way of locking someone down for a quick kill. Just keep in mind that you are mainly a poke hero, so stay safe when roaming, reduce risk.

Late Game
Veera has a lot of power late game. You are mildly tanky, deal great damage, reduce everyone's magic defense, and you can revive with a good chunk of hp. You can play a bit riskier now then you could before. Main thing to keep in mind is you do have the 1.5 second stun on a good cool down. If you manage to find someone out of place that your team can delete. Don't be afraid to stun and combo them, unless it puts you way out of range.

FAQ/Tips
Veera has the ability to reduce magic defense with her abilities. Try to hit enemies frequently, as this will also help your team’s damage.

Veera's ult can stack her passive, so it’s a good thing to use before Hell Bat.

Matchups
Diao Chan, Easy

Diao Chan’s stun is harder to hit, and yours can't be dodged. She also gains armor in her ult form, which of course doesn't affect you in the slightest. Abuse your range and use your stun to trade freely. Beware her ult though. If you can't stun her to cancel her ult. She will punish you for it with some great damage.

Arthur, Easy

Arthur gains armor and has no real way of getting on top of you. Feel free to stun combo him and walk away. Be aware that he does gain some good movement speed though, so being away from your tower may still lead to your death.

Krixi, Easy

Krixi does a lot of the same things Veera does. Except for a few key differences. Krixi is much better at Harass due to her longer range, and movement speed on damage. However, you have the ability to do more damage. Especially if you stun her.

Azzen'Ka, Hard

Azzen'Ka is a bit of an annoyance for your time mid lane. His ability to bounce his ability Dust Devil off of minions can be a real nightmare. If you gain 3 stacks of his passive Sand Trap from his abilities, which Dust Devil will certainly apply. He will stun you, making him able to freely trade with you, much safer than you can with him.

Batman, Hard

Batman gains movement speed from being near you, can stun you, and will approach stealthed. He's just made to kill you and every escapeless carry. This is the kind of character you take flicker against 100% of the time. Your stun will give your allies some time to react, but realistically he will probably stun you before you even know he's there.

Natalya, Hard

Natalya’s ult makes her immune to CC, and it deals far more damage than your combo does if you take a good amount of the duration of it. Other than that, her abilities deal additional damage stacking up to 10 times with her passive. Beware taking too many hits in short duration and keep these stacks low!

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