Cheat Sheet
Skill Build – Tactical Fire → Concussive Rounds → Fire in the Hole
Talents – Roar or Execute, Punish for junglers, Run or Heal to play defensively
Items – Flashy Boots, War Boots, Sonic Boots, Omni Arms, Blitz Blade, Devil’s Handshake
Arcana – For Red Arcana, any thing that boosts damage attack or speed, stay away from ability damage. For the other two sections, anything that compliments her playstyle in general, but health and armor Arcana help with her low lifespan.
Introduction
Violet’s difficulty is rated pretty high-in game, but in reality, she’s fairly easy to pick up and be effective with as a basic ranged attacker Marksman archetype focused on damage and executions. Violet’s moveset doesn’t include any stuns or hard CCs, and her health isn’t great, making her a bad initiator, but her high mobility and damage output makes her perfect for closing in on and finishing off mid-to-low health opponents that have pushed up too far, are trying to flee teamfights or are out in the open asking to be ganked.
Skill Build
The core of the character is her dodge roll move, Tactical Fire. On the surface level, the move is great for, well, dodging, but there’s way more utility to it than that. After completing the roll, Violet pulls out a rocket launcher type weapon that she holds for a couple of seconds before putting it away. The first normal attack she makes while holding the launcher has much farther range and enhanced damage. This move is what gives her such deadly finishing potential, as it allows her to snipe low-health enemies that are running away from teamfights or hiding under the cover of a tower without putting herself in the open. Tactical Fire also has the attribute of increasing her speed for a few seconds (the speed boost wears off more rapidly if there are enemies nearby), but often times the boost is so little you won’t notice – it’s a tertiary element of the move. The final thing to note about Tactical Fire is that its cooldown is reduced with every normal attack landed while its on cooldown due to Violet’s passive character trait, Reload. Combined with the right items, you can reduce the already short cooldown on the move to a mere 1 or 2 seconds, allowing you to perform roll after roll after roll to pile on the damage or escape an enemy, as long as you have the MP to do so.
Violet’s second ability is Fire in the Hole, an aim-able grenade that damages and slows enemies, starting at 125 base damage and increasing in damage and decreasing in cooldown as you level it up (the slow is 90% for 1 second at any level). The move is good for splashing at a crowd during the start of a teamfight or slowing down a fast enemy for the sake of getting in one extra Tactical Fire snipe shot, but overall the damage and even the slow aren’t amazing and the move is more situational than anything else. You can abuse it if you like/are great at landing skillshots, but otherwise save your MP and level-ups for Tactical Fire.
Finally, Violet’s Ultimate is Concussive Rounds, which is somewhat misleading as it’s just a single shot gameplay-wise. The move fires in a straight, aim-able line and does 400 base damage at Level 1, 500 base damage at Level 2 and 600 base damage at Level 3. Again, it’s more situational than anything else, even as an ultimate, as the bullet is fast but not instant, meaning it’s easy to just miss an opponent if you don’t aim it perfectly. However, the damage and range make it great for finishing off enemies with too much HP to be killed with Tactical Fire, at the cost of some extra MP, which Violet doesn’t have a ton of.
In terms of build order, in a standard match, your first four level ups should be unlock Tactical Fire, level up Tactical Fire, unlock Fire in the Hole, unlock Concussive Rounds. From there, level up Tactical Fire until you no longer can, and then level up either Fire in the Hole or Concussive Rounds depending on which one you are using more so that the cap on Tactical Fire will rise, then rinse and repeat until you max out.
Items
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Optimal Build: Three Boots, Three Swords
Flashy Boots AND War Boots: The first two items you should be going for, these two boots add up to give you +120 movement speed, +15% attack speed and +10% cooldown speed. This makes Violet’s mobility absolutely godlike, and also offsets her one major early game flaw, which is her crippingly slow attack speed. And as mentioned, the +10% cooldown speed, augmented by later items, make Tactical Fire ridiculously easy to spam.
Sonic Boots OR Gilded Greaves: A third set of boots gives Violet that much extra mobility, and also provides some extra Armor and normal attack damage resistance (Sonic Boots) or some extra Magic Defense and magic damage resistance (Gilded Greaves). Violet is somewhat of a glass cannon, she can take some damage in a teamfight but her overall survivability it relatively low. Taking these boots as your third item helps you offset that somewhat without dedicating a whole slot just to defense. Whether you take Sonic Boots or Gilded Greaves depends solely on the matchup; does the enemy team have more autoattackers or mages?
Omni Arms: The next three items on this list are all end-game, high-tier items that you should focus on beelining in whichever order you prefer; they all share Dagger and Short Sword as common parts, so it’s not too hard to start building one and switch over. Omni Arms is a good one to go for first, as it confers stat boosts to cooldown speed, attack speed and attack damage to help optimize Tactical Fire, as well as boosts to HP and a Life Steal effect to help out Violet’s survivability. However, Omni Arms’s Unique Passive, Pentapower is what makes it essential for any Violet build: “After using an ability, the next normal attack within 5 seconds deals 100% more physical damage.” Equipping Omni Arms causes the first normal attack after Tactical Fire to do nearly three times its base damage, providing the final piece of the puzzle to make Tactical Fire Violet an absolute offensive monster.
Blitz Blade AND Devil’s Handshake: These two have the exact same components and are pretty much interchangeable; you can go for either one you prefer first. You can sub one out for another item if you like, but the two of them combined with Omni Arms optimize Violet’s kit. Both of them provide a variety of offensive bonuses – Blitz Blade gives attack damage & speed and life steal, and Devil’s Handshake gives attack speed, movement speed and critical chance – as well as a unique passive, with Blitz Blade’s Chain Lightning giving Violet’s next normal attack extra damage every 8 seconds, with successful normal attacks reducing this cooldown by 1 second, and with Devil’s Handshake’s Flame Wrath causing normal attack hits to increase attack speed by 10% for 2 seconds, stackable up to 5 times. The stat bonuses and unique passives these two give are icing on the cake for Violet, as her high emphasis on normal attacks allows her to benefit greatly from both of these items, and continually reduce the cooldown on Blitz Blade as well.
Alternatively, some other good options are HP and Armor boosting items, such as a simple Ring of Vitality if nothing else, if you feel you are being singled out a lot and need a tiny bit of extra bulk. Don’t try and turn Violet into a tank, however – it’s simply not what she is designed to be.
Arcana
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Any Arcana of your choice, depending on which ones you have unlocked, that boosts attack damage and attack speed are great; stay away from ability power Arcana unless you plan to abuse Fire in the Hole.
You can also use Max HP and Armor Arcana to increase overall survivability, which again is Violet’s single biggest flaw.
Early Game
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Violet relies heavily on items to make herself strong (and fast, etc), so try not to overextend during early stages. If your opening lane phase sees you in a one on one against a fragile enemy, you can try to spam Tactical Fire to kill them before they get under their tower, but keep in mind that you can overestimate your health just as easily as they can underestimate your damage.
Violet actually works best when double-laned with someone much tankier as her partner, preferably one with a good crowd control ability, thus creating an Initiator-Finisher lane combination that can easily score an early pick.
Mid Game
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Mid-game, farm the jungle – you should be decent at it with your high damage output – and try to get a couple picks off of teamfights. Remember that you can’t initiate well, but if you can finish enemies off, the gold and XP boost will allow you to snowball quickly.
Late Game
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As soon as you have all or most of your items, use your offensive power and Tactical Fire shenanigans to single-handedly level enemy towers with Roll-Normal Attack-Roll-Normal Attack combos and help your team lane their way to victory.
FAQ/Tips
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As far as talents go, Run can get Violet to the action quicker after respawning, Execute can provide a bit of extra damage, Punish can help with jungling and Roar is a great boost to pop before a big teamfight – whichever suits your personal playstyle.
Matchups
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Violet matches up well against equally fragile characters that she can outdamage, such as Krixi or Raz.
Some of her weaker matchups are against characters that have tons of health and stuns, like Arthur. Be very careful against Warriors, as one good stun can absolutely melt Violet if the enemy team is nearby.
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