Try using it onto the enemy hero, or the minion in his vicinity. Don’t waste your ultimate on an enemy that is too strong to die. Tower Blessing increases our damage reduction when under towers, giving us an easier time defending our own towers or even tower diving the enemy. Garena AOV - True Fair Original MOBA on Mobile. Targeting high mobility champions. If it’s too hard for her to kill priority targets, she can focus more on protecting her ally carries with her CC. For levels 1-3, when your jungler is about to gank, make sure to be close enough to walk-in and use Skill 2 to knock-up, followed with Skill 1, then fall-back. Fortunately, all 3 of these objectives are nearby terrain so we can make use of our Ult’s invisibility effect quite often. Too weak when behind in farm. It takes only a few seconds for most heroes to kill Enzo, so if he gets controlled for at least a moderate amount of time, it is the end for him. High mobility, allowing her to dodge enemy skills, kite melee enemies and roll through terrain for faster travel or clutch escapes. At this stage of the game, the enemy must be aware of you and what Annette can do. Omega was given two significant buffs in the Winter Wonderland patch. Even though he is pretty tanky, he doesn’t have any sustain or healing ability, and that makes him vulnerable to enemy poke and harassment. If you must rotate, do so with your jungler as you are best in pair with someone. You shouldn’t really rush in nor should you stay far back, you are not really built for the main tank so wait for your front line to go in first, then wait for your moment and try to grab a small skirmish in the fight. River Treader gives us more HP Regen, MP Regen, and Movement Speed. In the Early Game, we want to disrupt the enemy Jungler as much as possible by hooking the enemy buff away. This list is an attempt to rank heroes based on their effectiveness in all levels of ranked play. In the Early Game, we want to clear our lane as quickly as we can with our S1. It also lets you farm minions under your towers defensively and safely when needed. Wild Stomp deals double damage to jungle monsters and reduces its cooldown by 0.3 every time it hits one. All of your abilities rely heavily on AP and you are forced to go all-in for it. While his team is preparing for a fight, Maloch can stay in vicinity and farm jungle or some other objectives while, at the same time, keeping an eye on the front line and engaging the enemy, if the need arises. Game-changing Ult with damage reduction and healing. Flash counters most Marksman, e.g Tel’Annas, Joker, Yorn, etc. Good waveclear, high damage to minions, perfect for the jungle. You can even start the gank from the lane, you don’t need to flank or go from bushes, in that case, start with Spin first but the principle is pretty much the same. This helps us a lot in the Early Game with our survivability and Mana management. She does great burst damage, especially when she has access to bushes to help utilize her Passive Ability. Toro is great fun to play, and when you completely understand his package, you can become quite successful with this cow. The first ability sends out up to 3 water spirits that damage and slow enemies. They are REALLY daring players to try Jungle Baldum. For the same reason, he is vulnerable to burst dmg early in the fight. In lane play safely, you can’t afford to lose trades. Can you guys make a hero who has an armor pierce basic atk passive that increase as he levels up, a 1st skill that let’s him charge up for 0.7 sec and slashes his sword in the direction hitting 6 or 5 times in the straight direction while hitting enemies 2x and hits them 1 more time if they walk away from the skill (still in range) while each hit dmg gets reduced up to 40%, an Airi 2nd skill, and an ult that’s like nakroth’s ult but hits 5 or 6 times? In the Late Game, teams will usually be grouped as 4-5 and fighting for control of towers, Dark Slayer, or Enraged Abyssal Dragon. Combining that with the kills or assists we may obtain, and the time while we’re immortal, makes such a devastating effect. Mganga excels in team fights when there is enough crowd control in his team’s toolkit and he is safe to stack up 5 stacks, use Detonation, and restack Marks again. Even if she is solo in the lane she can hold off 2 heroes. This has a short cooldown and can be shortened by landing more attacks on enemy heroes. The Cooldown Reduction reduces how long we have to wait to use our skills again and since we rely on our skills to do nearly anything useful, it makes it very helpful. Because Joker relying heavily on cooldowns, he is lacking some of the sustained damage. A nice Enchantment setup for Thane would be: River Treader restores our HP and Mana faster when we’re in the river. The Critical Damage synergizes nicely with our Passive Ability since we have a 100% crit rate from behind, allowing us to take advantage of critical damage bonuses better than most heroes could. Zanis’ Passive Ability helps to snowball us even harder because with each kill we gain Attack Damage, similar to the Gunslinger Enchantment, however, this stacks up to 20 times, for a whopping 200 AD. We are very strong and use the vision we gain from our Ult to sneak neutral objectives or even find out if the enemy may be attempting to kill them. She is similar to Sephera, Ishar consistently delivers small chunks of damage, but sometimes you‘re going to need a burst which she is unable to deliver. Hayate, is a very interesting character if you are a fan of mobility, hit-and-run tactics, and kiting the opponent. If you enjoy playing a support that offers a lot of safety, then Sephera is the hero for you. Keep in mind Moren wants to have prolonged fights and, if possible, to enter exchanges while having as many Tactical Maneuver stacks up as possible. On Level 1, Wonder Woman is stronger than most heroes. She is countered by Annette, Zip and Dirak. Sometimes we might have to try fighting the frontline tanks or even the enemies diving on your carries to get stacks so you can dive the backline or protect your backline. In most cases you won’t be able to do this, so turn on your ultimate as soon as you engage, and when things get rough turn on God mode and pull down as many of them with you as you can. Ultimate makes him able to deal with Tanks easier than most other Marksman. A marksman, ideally played in the jungle, relatively decent in all areas…. In the Early Game, if we’re supporting, we want to help Mid Lane clear their wave as quickly as we can so we can roam and scout the enemy jungle. At times it feels like he is lacking some burst, but that drawback is compensated by a good cooldown speed. Probably the hardest target to gank. In the Mid Game, both teams will be grouped as 3-5 players fighting for Dark Slayer, Abyssal Dragon, and towers. We are also not that easy to kill due to our kiting abilities and CC effects. Well equipped to deal with most situations, Maloch is not difficult to play nor to dependant on others, making him a strong pick against almost every composition. The Ability Power makes all of our abilities do even more damage. This is why Veres takes some time to practice. With a complete build of items, she can kill most Marksman and Mages with one rotation of abilities and even do a considerable amount of damage to Tanks. invoker thorns. opponent, but he is lacking damage to execute upon opportunity he creates. Crowd control. An item build that works well for Gildur would be: If the enemy team has heroes with troublesome restoration effects, we can pick up Tome of the Reaper instead of Evil Secrets to cut their effects. You can go in with Laso of Truth or disengage with it depending on the situation you are in, even if things look dire you can still use Bracelet of Submission and get that sweet 80% movement speed to either chase down an enemy or escape from a fight. Level 1, go for Rend as AoE stun can be clutch, after that max Undying Protector for CD reduction it provides. Split pushing can help make this easier, especially since rotating from the enemy territory of the side lane gives us an easier angle to flank the enemy from. Susceptible to crowd control. LOD POISON SCYTHE. A great Arcana setup for Florentino would be Onslaught, Skewer, and Assassinate. Positioning is key here since our Passive Ability can only protect us from one attack and we’re immobile, making us a sitting duck for enemy Assassins or divers. Gunslinger gives us stacks with each unique enemy hero we kill, stacking up to 6 times since we start with 1 stack. 0. This effect has a short cooldown but that extra damage can help put the nail in the coffin when you’re bursting down a priority target. She is still one of the better jungle marksmen in the game. 2-second cooldown. This works exceptionally well against targets with low defenses, like enemy carries since they barely have defenses to begin with. Even though his Ult becomes stronger when it hits multiple targets, he has to be more careful now because assassinating targets won’t be as easy as it was in the Mid Game. When (or if) you get to the Fafnir’s Talon even the tanks will fall pretty quickly. Minions aren’t even a problem when it comes to striking enemies, Shining Light a point target ability rather than a line shot. If caught off-guard and alone, she can still elude her enemies thanks to many of her beforementioned control abilities. On top of that, his normal attacks and skills scale from his max HP, which makes him incredibly good dueler. The utility that she provides through the speed and protection of her Friendship and the control of her Sunshine and Hissy Fit can be the deciding factors of fights. In the Late Game, Arum is still very strong and a well used Ult can be the difference between a win or a loss fight. However, engaging can prove to be a bit more dangerous because if you dive in, you leave your ally carries exposed to Assassins. Flame Magic: Deals 90(+5 per level) magic damage to nearby enemies every second. Blessing increases our Ability Power by 16% of the Ability Power we gain from our items, which makes us stronger the more items we have, which makes our scaling a lot better. (Click on a hero for ability mechanics, attack and ability ranges, hero guides, item builds, and more). Aleister is still very strong with wave clear but our damage falls off a bit and our Ult becomes much harder to use safely. Casting a bad ultimate can even help the enemy. Even though you are tanky you shouldn’t play Xeniel as a first tank. No sustain. Finally, Violet can also immediately follow up this enhanced shot which is like a regular auto-attack but does less damage. Play your lane, make an enemy 1v1 you and then just fly over to the other side for a great 5v4 scenario in which you win most of the time. That’s one way to describe Eland’orr…. HP increases our survivability in fights against all damage sources. “^” denotes a hero who performs better in a solo queue setting than in an organized or cooperative team environment. Keep in mind that heroes are judged on their own merits, and not as part of very specific team compositions – though being viable in multiple situations is a big plus. Don’t waste your ultimate since, without it, you’re very vulnerable. The HP increases our survivability overall against all damage types and even does well against true damage. You should be able to keep your stacks at 5 all the time at this point in the game, so kiting should be no issue for you, pray to RNG gods for as many yellow glaives as you can at this point and victory should be easy to achieve. Moreover, this tweak has opened the door for other junglers to make some noise. With a fully stacked S1 passive, his armor and magic defense are boosted significantly. It becomes better to use the Ult to protect your fragile carries, rather than engage since your damage isn’t as threatening anymore. If you are caught in the river just run you are no match for anyone in a single battle. With your arsenal of skills, you can easily dish out some burst damage and then return to your starting position. Passive combined with ultimate’s immunity can provide Astrid with enough time to do her job, which is to soak up some and deal tons of damage. Mesmerize the enemy and follow with Inferno Bats and Hell Bat. In the Late Game, Slimz is at his strongest. It also increases our survivability, making diving for the priority target a lot easier for us. It can even be used to mitigate a lot of damage in fights because the immunity to damage and CC allows us to avoid a lot of incoming abilities. It will stun them, and stun causes confusion. Stunning the enemy with the spear will make it very easy for your ally to land their skill shots and devastate the opposition. It will require some time to master. You will be very strong at this point, able to kill enemies with low defenses within a split second. If we’re against enemies who can go invisible or use stealth, e.g Krizzix, Elsu, Quillen, etc. Arum is one of those rare Heroes that can fit into any role and any team composition. Move and attack simultaneously. Having stacks is a crucial part of your gameplay and if you have none you will feel like you are naked. In the Mid Game, both teams are usually grouped as 3-5 players and are sieging/defending towers or preparing to take neutral objectives, like Abyssal Dragon or Dark Slayer. We want to start with our S1 and make sure we’re close enough to the minions so our familiar will attack with us, which helps our clear speed significantly. Another interesting thing the devs did in this patch is to add more stuff in some heroes’ abilities such as additional scaling and effects. With all of this being kept in mind, as long as we make sure we don’t get ambushed on the way back from our roams, the enemy Mid Laner won’t be able to help their team nearly as often as we can. Support hero that is extremely difficult to pin down. Timing is even more important because one death can make us lose the game due to the extremely long death timers. We debated Moren a bit for this tier list. We also have the option to split push if we want, since we’re actually good at taking towers, unlike most Mages. The only escape tool Maloch has is the Shock, and it has a long cooldown time, so if you waste it you won’t be able to initiate again for quite a while. Neglect any of it, or make a bad judgment call and the game will go haywire for you. Zata’s first ability, Eagle Screech launches a missile that deals damage to all enemies along its path and explodes for bonus damage upon reaching its destination. Having a stealthy assassin roaming the map puts a lot of pressure on the enemy team. Focus on farming, get ahead in XP and gold, and gank only when success is almost guaranteed. With everyone grouped together, getting to the enemy carries will be even more difficult than it was in the Mid Game. We can also choose to take Mother Earth Magic Eye if there are enemies who have stealth or invisibility abilities, e.g Quillen, Elsu, Krizzix, etc. Those few seconds are almost all that is important about Roxie, as, for rest, any decent opponent will know how to handle, but being hooked and dragged toward allies is not something most champs can handle. Other than that try using combo of 2x Enhanced normal attack into Maelstrom into knock up from a third normal attack (it will take few games to get used to this combo). While you provide great support to your allies, Peura itself is pretty weak and immobile. There are skills in-game that thrive on additional targets, like Azzen’Ka’s Skill 2 (Dust Devil), or Jinnar’s Skill 1 (Force Orbs), so facing those opponents can be tricky for Ishar. This build allows Tulen to maximize his damage in the late game. Landing an S1 on the enemy Marksman allows Slimz to do a lot of damage, with most of it being done where the enemy can’t retaliate, due to being stunned.