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ARENA OF VALOR 2020 REVIEW AND GUIDES

Welcome gamers! On this page, you will find our recommendations for the Arena of Valor Heroes tier list. Have in mind that tier lists and best champions can differ from one player to another, and this is not meant to be a strict way of deciding what to do in the game, this is meant to give you a guideline throughout the game. Please follow the instructions and enjoy!

arena of valor tier list

Our tier recommendations and champion top picks…

INSTRUCTIONS:

Use tier filter to get our recommendation of heroes for the selected tier

Use class/lane filter in combination with tier filter to top tier class/lane heroes

Click on the image to jump to the character information

Have fun and enjoy the game

Note: Use button “TIER LIST” in to lower left corner to jump back to this section.

Search Filter by Tier choose an option .. TIER OP

TIER OP TIER 1

TIER 1 TIER 2

TIER 2 TIER 3

TIER 3 TIER 4 Filter by Trait choose an option .. Dragon Lane

Dragon Lane Jungling

Jungling Middle

Middle Slayer Lane

Slayer Lane Support Filter by Class choose an option .. Assassin

Assassin Mage

Mage Marksman

Marksman Support

Support Tank

Tank Warrior Your selections: Show more

arena of valor heroes

Take a look and our AoV Heroes guides, tips and tricks…

Allain Zata is a mage-type assassin, specialized in poking and bursting down his opponents…

Allain is a Warrior that has great mobility is a very powerful duelist. He can be played in the Dark Slayer Lane.

Arcanas And Enchantments

The great Arcana setup for Allain would be:

Skewer

Guerrilla

Indomitable

Skewer increases his Attack Damage and Armor Pierce. The Attack Damage will increase the damage of all of his abilities and his auto-attacks. The Armor pierce will allow us to partially ignore the enemy defense with our attacks, making us do even more damage.

Guerrilla increases his Attack Speed and Movement Speed. The bonus Attack Speed synergizes nicely with Allain’s Passive Ability, allowing you to stack faster and do more damage. Movement Speed will allow us to roam around quicker or even escape enemies faster.

Indomitable will increase Attack Speed, Armor, and HP. The bonus Attack Speed will increase our damage output from our auto attacks. The Armor will reduce the damage we take from physical damage. HP makes us more durable and synergizes well with the heal from our Passive Ability since it heals off of a percentage of our HP.

The ideal Enchantments for Allain would be:

(Red) Shadow Blade – Deadly Claw – Desperate Duel

(Blue) Enhanced Restore – Gunslinger

Shadow Blade increases the damage of our next auto attack after a dash and can stack up to 3 times. This works well with our S2 since we can dash twice in quick succession, and we rely heavily on our auto attacks for the majority of our damage, and this will make them even stronger.

Deadly Claw Increases our Attack Damage and Ability Power. The bonus Attack damage will increase the damage of all of our skills and auto attacks, increasing our overall damage output. The Ability Power doesn’t do anything for us but the Attack Damage makes it worthwhile.

Desperate Duel gives us stacks every time we auto-attack or use an ability on an enemy hero, up to 10 stacks. The stacks will increase our Movement Speed for each stack we have and once we reach 10 stacks, we recover 15% of our missing HP and increases our Armor and Magic Pierce by 15%. The Movement Speed will help us stick to our targets easier and being able to recover HP will let us survive longer, especially when combined with the HP recovery from our Passive Ability. The Armor Pierce will also make us do more damage, even against tankier enemies since it’s a percentage-based rather than a flat value.

Enhanced Restore restores our HP and Mana instantly, which will make the laning phase and Early Game a lot easier. Allain doesn’t use Mana but the HP recovery is enough to make it worth taking, especially since we are weaker in the earlier stages of the game.

Gunslinger increases our Attack Damage for each unique hero we kill, up to a total of 6 stacks for 60 Attack Damage, since we start off with 1 stack.

Item Build

An excellent item build for Allain would be:

Gilded Greaves

Claves Sancti

The Aegis

Medallion of Troy

Fenrir’s Tooth

Blade of Eternity

If we run out of uses on Blade of Eternity or it’s on cooldown, we can exchange it for Death Sickle.

Gameplay Tips

In the Early Game, we want to clear our lane as fast as we can so we can roam and gank mid lane or scout the enemy jungle. If we’re in the enemy jungle, we can figure out where they started or potentially even steal a camp or buff, which would set them behind. The vision lets our team know the path that they are going to take and the lane they will most likely gank. Farming up for the Mid Game is our main priority.

In the Mid Game, Allain is at his peak in terms of efficiency. Both teams will be grouping to fight for towers, Abyssal Dragon, or Dark Slayer. He will be able to dish out a lot of damage consistently even against tankier enemies. He will also be able to burst down priority targets with ease, especially with his Ult. His Ult also makes it more difficult for allies to stop Allain from attacking who he’s focusing on since his Ult becomes stronger the more enemies are near his target. He can also split push to create a lot of pressure since he can win duels against most heroes in the game, which will force the enemy to send multiple heroes to stop him.

In the Late Game, Allain falls off a bit but is still a big threat to enemy carries. Both teams will be grouped as 4-5 players and will be fighting for control of Enraged Abyssal Dragon, Dark Slayer, and towers. 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. Players will have more defenses, be stronger, and also be all grouped, which will make his job even harder. Split pushing also becomes more dangerous since one death can throw away the game or your team can get engaged on 5V4 and you can end up losing that way as well. A well-timed engage or flank will be the key to success here or sometimes even Ulting an ally carry to give them a Movement Speed buff and shield to help them survive from enemy attacks.

PROS

High Burst Damage

Very versatile with Ult usage and Passive Ability stacks

Good Mobility

CONS

Hard to use when behind in gold.

Ult can be tricky to use and aim with multiple nearby targets

zata Zata is a mage-type assassin, specialized in poking and bursting down his opponents…

Zata is a mage-type assassin, specialized in poking and bursting down his opponents. His passive, Windstorm, enhances every third Zata’s normal attack to deal bonus magic damage and hit all enemies along the path. Also, whenever Zata’s abilities collide with each other, Windstorm will trigger, dealing damage to all nearby enemies. This will also reduce the cooldown of his ultimate. 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. His second ability, Twister, summons a magical cyclone at targeted location that moves towards the spot where Zata casted it. The twister will deal damage to all enemies along its path and slow them down for a few seconds. This ability also has two charges, which makes it ideal for both poking and bursting down enemies. Lastly, Zata’s ultimate, Ascend, allows him to dash to targeted direction, dealing damage to all enemies along the path. If he contacts an enemy or one of his abilities while dashing, he will dash again, up to three times. Upon dashing the third time, Zata will soar into the air, become untargetable, and start firing projectiles at nearby enemies. This ability’s cooldown will vary, depending on the number of times Zata dashed. If he only dashed a few times, the cooldown will be reduced. This ability is amazing for the team fights since it allows Zata to deal high amounts of burst damage and also become untargetable while soaring.

Arcanas And Enchantments

A great Arcana build for Zata would be:

Benevolence

Flurry

Violate

Benevolence increases HP, HP Regen, and Movement Speed. The bonus HP helps our survivability since we’re fragile and go in close to do our Ult. The HP Regen restores our HP faster, allowing us to do combat more often without needing to recall as often. Movement Speed makes roaming a lot more efficient and can even help us kite or pursue targets.

Flurry gives us bonus Ability Power and Attack Speed. The Ability Power increases our damage output, allowing us to do more damage overall. The Attack Speed synergizes well with our Passive Ability since we can get to our 3rd auto-attack more frequently, increasing our damage.

Violate Increases our Ability Power and Magic Pierce, increasing our burst damage significantly since we will do more damage with all of our skills and the Magic Pierce will let us penetrate the enemy’s defenses easier, especially if they have low defenses.

A good Enchantment setup for Zata would be:

(Red) Raging Inferno – Deadly Claw – Curse of Death

(Blue) Mark of Frost

(Yellow) Sacred Bead

Raging Inferno burns enemy heroes for additional damage based on our Ability Power when we hit them with auto-attacks or abilities. It helps increase our overall burst damage since all of our items add to our Ability Power.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage makes our auto attacks do more damage. The Ability Power increases the damage of all of our abilities, making us even deadlier.

Curse of Death activates once we hit the enemy 3 times in short succession and it will do bonus damage twice, which makes our already deadly burst damage even more lethal. This Enchantment is very powerful on Assassin’s since they focus on dishing large amounts of damage out in a small window of time.

Mark of Frost lets us use the ability of Arctic Orb once per game, which makes us immune to all damage and CC while disabling us from attacking or casting any abilities in this state. After the immunity finishes, we receive a bonus shield. This Enchantment can be game-changing or a huge lifesaver when used properly. The ability to negate the damage and effects of multiple skills from your enemy or even go immune while being dove under a tower can surprise the enemy, allowing you to turn the tides of battle.

Sacred Bead reduces the cooldown of our Ult. Since we can only poke without our Ult, we need to have it up as much as possible to give us access to having the ability to assassinate enemies swiftly.

Item Build

An ideal itemization for Zata would be:

Flashy Boots

Boomstick

Evil Secrets

Hecate’s Diadem

Rhea’s Blessing

Arctic Orb

If the game drags on long enough when you have all of your items already completed, you can exchange your Evil secrets for Staff of Nuul since it is more effective against targets with higher Magic Defense.

Gameplay Tips

In the Early Game, you’ll want to clear your minions as fast as possible so you can start roaming to aid allies in the side lanes or potentially invade the enemy Jungler to determine his starting location, gank path and even steal a camp or buff away from them, denying their level 4 and slowing their clear speed. Ganking early will be a bit more challenging unless the side lanes have CC since you need your Ult to become a true threat. However, any damage you deal to the enemy is a bonus and can help make the laning phase easier for your allies.

In the Mid Game, both teams will be grouped as 3-5 players and battling for control over towers, Abyssal Dragon, and Dark Slayer. Zata will be at his peak strength in terms of efficiency since he will do a lot of damage and be able to kill priority targets once the opportunity presents itself. Also, all of his skills do AoE damage which is great since the enemy will be grouped together. Assassinating a priority target or finishing off a fleeing one is a great way to put your team in the position to force these objectives away from the enemy, putting you closer to winning the game.

In the Late Game, the teams will be grouped as 4-5 players and trying to gain control over Dark Slayer, Enraged Abyssal Dragon, and siege towers. Zata falls off a bit because assassinating becomes much more difficult now since everyone will be together and have more health and defenses than earlier. However, our main goal is to either, eliminate any potential target that does more damage than we can at this stage of the game, e.g Late Game Marksman or Mage, or to dish out as much damage as we can without dying. If there is some sort of Late Game carry on the enemy team, it’s worth exchanging your life with theirs if you can guarantee their death because it will give your team a higher chance of winning the team fight, which will win you the game.

PROS

Amazing poke. Both of Zata’s normal abilities are excellent for poking his lane opponent as well as clearing waves of minions quickly.

Great burst damage. If executed correctly, Zata’s abilities can deal enormous amounts of burst damage, which makes him exceptionally deadly.

Good mobility. Other than bursting enemies down, Zata’s ultimate can also be used as an escape tool since its cooldown will be significantly reduced if Zata doesn’t soar into the air.

Good AoE Damage

CONS

Very squishy. Like most mages, Zata is fairly squishy, and if caught off guard, he can be annihilated in a matter of seconds.

Extremely skill dependent. In order to fully utilize Zata’s skillset, players will need to learn to execute his abilities flawlessly.

Sitting duck without Ult

Hard to deal with Tankier enemies

Getting to flight mode of Ult can be difficult

Additional Thoughts

While playing Zata, you want to poke your lane opponent as much as possible. Generally, you want to start with Twister, and then hit them with Eagle Screech just as the Twister is passing through them. This will trigger the Windstorm, and also enhance your next basic attack. It takes some practice, but once you master it, you will be able to deal incredible amounts of damage to your lane opponent. Bear in mind that you can use Ascend as an escape tool, and you can also use it to escape ganks and move over obstacles if needed. During team fights, you want to poke enemies with your abilities and wait for the opportunity to dive their back line with Ascend. It is extremely important to fully utilize Ascend and soar into the air for maximum burst damage. This will also make you untargetable for a short period of time, which will allow your teammates to follow up and make a short work of your enemies.

Skill priority: Prioritize leveling Twister First, followed by Eagle Screech. Rank up Zata’s ultimate, Ascend, whenever it is available.

Rouie Rouie is a support hero, specialized in buffing her allies and teleporting them around the map…

Rouie is an extremely unique Support whose abilities revolve around teleportation and healing effects. She can be played in the Abyssal Dragon Lane.

Rouie is a support hero, specialized in buffing her allies and teleporting them around the map. Her passive skill, Floating Light, grants Rouie and one closest friendly hero bonus to their movement speed. Her first skill, Holy Light allows Rouie to create the field of light at the targeted location that silences all enemies within and deals continuous damage to them. She can then reactivate the skill to summon a pair of wings that flies in a targeted direction, dealing damage to enemies and knocking them back. These wings will also leave a lingering trail that will speed up Rouie and her allies if they pass through it. With Void Portal, Rouie can create a circle that teleports her and any friendly heroes back to the spawning point if they stay inside the circle for a few seconds. This will fully restore their HP, and grant them a massive increase to their movement speed for a short period of time. Lastly, Rouie’s ultimate, Sacred Ground will create a large area on the ground that will deal damage to the enemies and increase the attack speed of any friendly units standing within it. Also, all friendly heroes will get the option to teleport to the Sacred Grounds for several seconds after Rouie uses it. This allows her to quickly gather her teammates and enable interesting objective plays on the map.

Arcanas And Enchantments

An exceptional Arcana build for Rouie would be:

Indomitable

Valiance

Benevolence

Indomitable increases your armor, HP, and attack speed. Having bonus armor allows you to sustain more damage against attacks that deal physical damage. HP makes you more durable against all forms of damage. The attack speed increases the damage you deal with auto-attacks.

Valiance adds a bonus of HP and Cooldown Reduction. The bonus HP helps you absorb more damage from enemies to help protect your allies. The Cooldown Reduction gives you more uptime on all of your skills, which is very helpful for Rouie since she relies solely on her abilities for everything.

Benevolence provides us with HP Regeneration, Movement Speed, and HP. The HP Regeneration makes it so we restore our HP faster and we won’t have to recall to the base as often to heal. The Movement Speed lets us roam faster and synergizes well with her Passive Ability since we get bonus Movement Speed with a nearby ally. The HP makes us able to endure even more damage and we become even harder for the enemy to kill.

An ideal Enchantment build would be:

(Green) River Treader – Nature’s Gift – Forest Wanderer

(Yellow) Sacred Bead

(Blue) Arcane Whisper

River Treader gives us more HP Regen, MP Regen, and Movement Speed. This lets us sustain ourselves easier after fights and roam faster and more efficiently. It also synergizes well with our Passive Ability since it also provides us with extra Movement Speed when near an ally.

Nature’s Gift gives us additional HP every time a nearby enemy minion or monster dies. We can obtain up to 80 stacks and each stack gives us 10 HP, for a grand total of 800 bonus HP from this Enchantment alone. This is very helpful for us and it’s not hard to get max stacks since minions die all the time.

Forest Wanderer gives us bonus MP and HP Regen, while also making it so every time we’re out of combat, our next auto attack will slow the enemy and reduce their damage significantly. This helps us weaken priority enemies damage and keeps our allies safer. It also can make our team kite them easier since they’re slowed or even chase them down to pick up a kill.

Sacred Bead increases our Cooldown Reduction for our Ult. We want to have access to our Ultimate as much as possible, especially since it opens up so many windows of opportunities for Rouie and her team.

Arcane Whisper increases our Talent Cooldown Reduction, which will either allow us to use Heal more often, which can save our allies’ lives in clutch moments.

Item Build

A fantastic build for Rouie would be Mother Earth Barrier – Gilded Greaves – The Aegis – Gaia’s Standard – Frost Cape – Blade of Eternity.

If we’re against multiple enemies with a lot of hard crowd control effects, we can take Mother Earth Cleansing to rid ourselves and our allies of CC effects while being temporarily immune to them for a couple of seconds.

If we’re against enemies who can go invisible or use stealth, e.g Krizzix, Elsu, Quillen, etc. we can take

Mother Earth Magic Eye to reveal their whereabouts even while they’re invisible.

Gameplay Tips

In the Early Game, we want to help Mid clear their lane as fast as possible so they can roam. We can roam alongside them, and both get an increase in movement speed while the Jungler is farming to hit level 4 so they can start ganking as well. If there’s an ally who’s been badly hurt, we can use our S2 to send them back to base for a full heal. We can take risks that most other Supports couldn’t like going deep into the enemy Jungle and trying to harass the enemy Jungler and steal their camps or buffs. Our S2 can send us back to base if things go bad if we put it out in advance. Once we hit level 4, we can use our Ult near-neutral objectives like Abyssal Dragon to bring our entire team there instantly and we can claim the dragon before the enemy Slayer Lane can roam down to the dragon.

In the Mid Game, both teams will usually be grouped as 3-5 players and fighting for control of towers, Abyssal Dragon, or Dark Slayer. Rouie is great at grouping her team together using her Ult, escorting her team to safety using her S2, or even saving a separated ally using her Ult. Her S1 is also good at disrupting the enemy in these fights at this stage of the game. You’ll want to do your best to protect your fragile allies and think in advance since S2 takes a few seconds to activate the teleport.

In the Late Game, both teams will usually be grouped as 4-5 players and will be battling to get towers, Dark Slayer, or Enraged Abyssal Dragon. You have to be very careful when using your S2 and Ult at this stage of the game, especially since if you put your Ult in a bad spot and your team teleports to it, you could actually get your team killed and lose the game. You also have to make sure you’re placing your S2 in a way where it’s easy to reach but not in the way so your teammate doesn’t accidentally return to base when they didn’t want to. Small things like this are what separates an average Rouie from an excellent one.

PROS

Great Buffer. Rouie can greatly buff her allies with her abilities, and grant them bonuses to their movement and attack speed.

Decent Poke. With her Holy Light, Rouie is able to poke enemies from the safe distance and also help out with wave clearing.

Amazing objective control. With her ultimate, Rouie can set up plays and ensure that her teammates have objective control over the enemy.

Extreme Versatility with teleportation from S2 and Ult.

Good CC from S1.

CONS

Fairly squishy. Like most other supports, Rouie is also very squishy. If caught off-guard, she can easily be deleted by the enemy team.

No mobility. While she does have some good movement speed increasing skills, Rouie doesn’t have any mobility tool, which can make it difficult to deal with enemy divers.

Requires good amounts of coordination. In order to utilize her to full potential, players will need to coordinate with their teammates to successfully surprise enemies and gain control over neutral objectives.

Not easy to use S2 properly and can disrupt allies who aren’t aware of the placement of it.

Hard to use Ult properly and can actually get your team killed if poorly placed and they choose to teleport to it.

Additional Thoughts

While playing Rouie, you want to poke your lane opponents as much as possible with Holy Light. Try utilizing the Void Portal to quickly return to base if needed, preferably after pushing the minion wave. Upon learning your ultimate, you will be able to set up ganks or gain control over some neutral objectives, so coordinate it with your team and use it to your advantage. During team fights, you can place Void Portal followed by Sacred Ground. This will allow low HP allies to instantly get back to base, and then teleport back to the Sacred Ground with full HP and gain a hefty bonus to their movement and attack speed. Placement and timing of your skills are extremely important, and that will make you win or lose some of the team fights.

Skill priority: Max out Holy Light first. Take ranks in ultimate whenever it is available.

lavile Laville is a marksman specialized in rapidly striking his enemies…

Lavile gameplay

Laville is a Marksman that excels at single target DPS and can initiate team fights from any distance with his ultimate. He can be played in the Abyssal Dragon Lane or the Jungle.

Skills

Laville’s Passive increases his attack speed when stacked up. It can stack up to 3 and each stack increases attack speed by 10%. His shots are split into three and each will deals 40% of original damage. Every auto attack refreshes its duration.

Laville’s Skill 1 increases his attack speed considerably and allows his auto attacks to hit up to three different targets for about 30% of his original damage. It works well alongside his passive because it does even more damage once you’ve already completed 3 auto attacks to activate it. You want to max this skill first.

Laville Skill 2 increases his movement speed by a large amount for a couple of seconds and his following auto attack will critically hit and slow the enemy’s movement speed. It also provides him with a shield that blocks the next incoming ability for a short while. This ability is great at stopping some deadly engages onto you and allows you to kite enemies with ease if you time the activation properly. For example, you can use it to avoid Zanis’ ultimate or some part of Murad’s Turbulence.

Laville’s Skill 3 allows him to shoot an arrow with infinite range and stun the enemy. The further the arrow traveled from its original destination, the longer it will stun the enemy. You can even aid allies from across the map if you have good trajectory and prediction abilities. You should max this skill 2nd.

Arcanas and Enchantments

The ideal Arcana set up for Laville would be Rampage/Skewer/Guerrilla. Having a lot of critical damage increases your damage significantly in the early game, which is where most Marksman struggle to have an impact. Your second skill guarantees a critical hits so you should capitalize on the damage.

Skewer is good because the attack damage and armor pierce is very important for most Marksman so they can kill heroes who lack armor easier and still manage to handle enemies with a lot of armor.

Lastly, Guerrilla is great because the movement speed allows you to kite enemies easier or get into position faster in team fights. Also, the attack speed synergizes well with Laville’s passive and Skill 1.

The best Enchantment setup for Laville would be Mark of Frost, Gunslinger, Endless Cycle, Axe of Sacrifice and Blessing.

Mark of Frost allows you to use the effect of the item artic orb once per game. This lets you go into a frozen stasis-like state, which makes you immune to all skills, damage and effects for a couple of seconds. Having an effect like this can save your life in clutch moments or even turn the tide of a fight when you use it properly.

Gunslinger gives you more attack damage for each unique enemy kill you score, 10 attack damage per unique hero, capping at 60 because you start the game with one stack.

Endless Cycle allows you to instantly revive after death up to twice per game, which can be extremely helpful since a hero like Laville can be easily killed due to his lack of defenses. You can even use it in an aggressive manner by making riskier plays knowing that in the worst case scenario, you can revive immediately and get back into the battle to help your teammates.

Axe of Sacrifice makes you do 3% more damage. 3% may not seem like much but it adds up over the course of the game and is better in comparison to the alternative enchantment options.

Blessing increases your critical chance and that’s one of the key stats for Laville. It’s incredible when you have high attack speed from your passive.

Item Build

An ideal build for him in the lane is War Boots, Claves Sancti, Slikk’s Sting/Devil’s Handshake, Bow of Slaughter, Muramasa, Blade of Eternity/Fenrir’s Tooth/Death Sickle.

As for deciding on a final item, if you’re worried about your safety, Blade of Eternity is a great pick because you get some defensive stats and revival. Death Sickle is a great replacement for Blade of Eternity when it’s on cooldown or if you’ve used it up twice. If you’re feeling confident and want more damage, Fenrir’s Tooth is the best final item, due to the massive attack damage increase and dealing bonus damage to enemies below 50% HP.

A great Jungle build would be Whispering Wind, War Boots, Claves Sancti, Bow of Slaughter, Slikk’s Sting/Devil’s Handshake, Muramasa.

If the game lasts long enough, you can sell your jungle item and purchase a Blade of Eternity/Fenrir’s Tooth/Death Sickle.

Gameplay Tips

As Laville, your early game is actually stronger than most other Marksman. Picking up Skill 1 first allows you to clear the minion wave before the enemy marksman most of the time, which not only lets you reach level 2 first but also allows you to roam or get control of the vision bird. Sometimes you can even punish a greedy enemy Marksman by attacking them as soon as you hit level 2 if they don’t back away. In a 1v1 lane scenario, if you’re aggressive enough, the enemy won’t be able to even get in EXP/gold range of the minions without taking damage from you.

By the Mid Game, both teams are usually grouping as 3-5 and even though you are a Marksman, you can initiate team fights using your ultimate. This it is deadly if you land it on a priority target with low defense because they will be stunned and can be killed immediately if your team is within range to follow up on your ultimate. Ultimate can even be used defensively at times, stunning an enemy who was going to kill your teammate.

Once Late Game arrives, both teams will be grouped as 4-5 most of the time, and you will be fighting for control over Dark Slayer and Enraged Abyssal Dragon. Laville’s mobility isn’t the best but it isn’t the worst either so just be mindful of your enemy assassins/divers during team fights. However, your damage will be at its highest at this point of the game and if left unchecked, you will mow down enemies with ease.

PROS

Good DPS throughout all stages of the game. Good burst damage throughout the early game.

Great sustained single target damage. Laville has amazingly high single target sustained damage, allowing him to be a constant threat during team fights and also to swiftly clear map objectives.

Capable of avoiding enemy abilities. Thanks to Mighty Shield, Laville can avoid the next ability that would otherwise hit him, negating it completely. If timed right, this could turn the tide of battle, making him amazing in the hands of skilled player.

Great initiator. With his ultimate, Double Trouble, Laville can surprise enemies from far away, stunning them and allowing his teammates to follow up.

CONS

No escape option, average mobility. Laville doesn’t have any active mobility skill, which means he is very vulnerable to ganks and dives.

Extremely skill reliant. His Mighty Shield requires good timing in order to avoid dangerous abilities. If timed correctly, it can win fights, but if missed, it can spell a disaster.

Skill priority: Level up Light Chaser first, followed by Mighty Shield. Rank up Laville’s ultimate, Double Trouble, whenever it is available.

paine Paine is a highly mobile assassin, whose specialty lies in diving into enemies and chasing them down…

Paine is a highly mobile assassin, whose specialty lies in diving into enemies and chasing them down. His passive, Soul Divide, allows Paine to teleport behind his target when he uses a normal attack after using an ability. Also, his normal attacks will deal additional magic damage for a short while after using an ability, and any time he gains kill or assist, his maximum energy will increase. With Soul Tidings, Paine summons a fast moving spirit and controls it for a short while. This spirit will deal damage to any enemy it passes through, and if Paine reactivates this ability, he will teleport to the spirit’s location. This ability is great for chasing enemies or clearing waves of minions. Paine’s second ability, Elegy, allows him to deal damage in the area around him, silencing all nearby enemies for a short while. He will also regain some energy after a few seconds if he is near the area where he used this ability. On top of that, this will also passively cause Paine to heal for a portion of all the magic damage he receives. Lastly, Paine’s ultimate, Acknowledge, lets him jump into the targeted direction, dealing heavy magic damage to any enemy he lands on, and also reducing all of the damage he takes for a short period of time. The range of his ultimate is immense, which allows him to easily catch his targets off guard. He can be played in the Jungle or Mid Lane.

Arcanas and Enchantments

A wonderful Arcana setup for Paine would be:

Flurry

Violate

Benevolence

Flurry increases our Attack Speed and Ability Power. The bonus Attack Speed synergizes well with our Passive Ability, allowing us to auto-attack faster; therefore, we will be able to teleport behind enemies quicker. The Ability Power will increase the damage of all of our abilities.

Violate increases our Ability Power and Magic Pierce. The Ability Power makes us do even more burst damage, which will make killing priority targets easier. The Magic Pierce will also increase the damage of all of our abilities, especially against fragile targets.

Benevolence increases our HP Regen, HP, and Movement Speed. The HP Regen restores our HP faster and allows us to fight more often while staying healthier than those without it. The bonus HP adds to our survivability and since we are fragile, it helps us a lot, especially since we have to go into melee range to do damage. Movement Speed will make our roams even more efficient and will increase our ability to pursue or run away from enemies.

An ideal Enchantment build for Paine would be:

(Red) Raging Inferno – Deadly Claw – Curse of Death

(Blue) Arctic Orb – Gunslinger

Raging Inferno burns the enemy for bonus damage based on AP when we hit them with auto-attacks or abilities. This helps increase our burst and can even finish off low HP enemies who get out of our reach the mid-fight.

Deadly Claw increases our Attack Damage and Ability Power. The Attack Damage increases the damage of our auto attacks. The Ability Power increases the damage of all of our abilities and works with our Passive Ability enhanced auto attacks.

Curse of Death does damage to the enemy twice after being hit by a succession of 3 attacks, whether they were abilities or auto-attacks. This skill is great for assassins like Paine because the amount of bonus damage it does makes our job of killing fragile targets that much easier.

Item Build

A fantastic build for Paine would be Jungle Paine would be:

Loki’s Curse

Enchanted Kicks

Rhea’s Blessing

Evil Secrets

Hecate’s Diadem

Arctic Orb

If you’re using Paine in the Mid lane, just swap out Loki’s Curse with Apocalypse.

If the game drags out long enough, you can exchange your Evil Secrets for Staff of Nuul since it’s more effective the more Magic Defense the enemy has.

Gameplay Tips

In the Early Game, if you’re juggling you want to clear your jungle as fast as possible to reach level 4 so you can start ganking lanes and putting yourself and your allies ahead. You can choose to engage with Ult, auto-attack, S2, auto-attack, S1, auto-attack. Another option would be to S1 from a bush to engage, auto-attack, S2, auto-attack, then Ult to finish them off or to escape if needed. If you’re able to chunk the enemy health or even kill them, it makes taking neutral objectives like Spirit Sentinel and Abyssal Dragon that much easier with the health advantage. The buffs and gold from these objectives will help your team transition comfortably into the Mid Game with a nice lead, putting your team in the right direction for victory.

If you’re in the Mid Lane, in the Early Game, you want to clear your lane as soon as possible so you can begin roaming and helping your side lanes. If you don’t see a good opportunity in the side lane, you can invade the enemy jungle to potentially steal a buff or camp, or simply just find out where the enemy Jungler started so your team can prepare for their gank timing easier. Your level 2 gank is actually one of the strongest in the game, especially when paired with the Execute Talent so it’s better to prioritize getting a gank off first before checking the enemy jungle or sometimes you can do both simultaneously if you path through the enemy jungle on the way to the side lane.

In the Mid Game, both teams will usually be grouped as 3-5 players fighting for control of towers, Abyssal Dragon, and Dark Slayer. Paine shines heavily at this point because all of his skills have AoE effects and his damage output makes him a huge threat to the fragile enemies. Also, having his Ult as an escape method makes it hard to kill him after he’s already attacked your carries if he engages at the right times. Since his Ult has such a wide range, flanking is not hard to do for Paine and he’s really great at killing the enemy backline, which will make getting these neutral objectives a lot simpler, which will lead to a nice victory.

In the Late Game, both teams will be grouped as 4-5 players and fighting for control of Enraged Abyssal Dragon, Dark Slayer, and towers. Paine falls off a bit here since assassinations become a lot more difficult to do with everyone having full item builds and being grouped up together closely. However, he still poses an extreme threat to the enemy carries with his high burst damage. It won’t be as easy to get away with assassinating an enemy carry as it was in the Mid or Early Game but even if you die in the process, as long as you take out the enemy’s main damage source, it’s actually worth it if they can do more damage than you can do in team fights. You will have to be extremely careful because you are fragile as well and one mistake can cost you your life and the entire game.

PROS

Great chasing potential. Paine has several abilities that allow him to dive into the enemies and stick close to his target.

Decent wave clearing. Paine can use his abilities to clear minion waves effectively, which makes him great for pushing the lanes and defending against enemy pushes.

No mana. Instead of mana, Paine uses energy as a resource, which is much easier to manage.

Semi-Global Ult

Insane burst damage

CONS

No escape options. While Paine has amazing diving abilities, when it comes to escape, his options are quite limited. Most of the time, his dives will be one-way tickets, either to victory, or defeat.

Very squishy. Like most assassins, Paine is very squishy, and because of his toolkit, he needs to be close to his enemies to fully utilize his potential. Because of this, any misplay will likely end up fatal for Paine, which makes him very difficult to play as.

Low attack range for a mage. Weak against tankier enemies

CC can interrupt Ult when using it as an escape

Additional Thoughts

While playing Paine, you can fit into many different lanes. He is suitable for both mid lane, jungle, or even Dark Slayer lane. This allows you to fit into many different team compositions. During the laning phase, you can easily harras your enemies with Soul Tidings and Elegy. This will pretty much guarantee you to win most of the duels, and force your enemy to play defensively or retreat to base early. During the team fights, wait for a perfect opportunity to jump into the enemy back line using your ultimate. You can then use Elegy to silence enemies and make short work of them using your passive. You should easily be able to catch any strugglers using Soul Tidings. However, in order to properly execute this, you need to communicate with your teammates and coordinate your dive with them. Otherwise, your dive might end up as a disaster.

Skill priority: Prioritize leveling Elegy, followed by Soul Tidings. Take Paine’s ultimate, Acknowledge, whenever it is available.

ata Ata is a highly mobile tanky warrior, specialized in crowd control and initiating fights…

Ata is a highly mobile tanky warrior, specialized in crowd control and initiating fights. Thanks to his passive, all of the HP Ata loses gets temporarily buffered. Ata can restore buffered HP by damaging enemy heroes, which makes him exceptionally powerful dueler. Also, his normal attacks and skills deal additional damage based on Ata’s max HP. This makes him deal good amounts of damage even if he’s built completely as a tank. Wavewalking allows Ata to leap around and deal damage to enemies. With this skill, Ata can also jump over walls and obstacles, which makes it a good tool for escaping enemy ganks. Sea Anchor throws an ancor on front of Ata, dealing damage to enemies and slowing them. If this Anchor hits an obstacle or terrain, Ata will pull himself towards it, dealing additional damage and stunning the enemies in the process. Lastly, Ghost Ship will summon a sunken ship that will act as a terrain for a short while. This will allow Ata to split the enemy team during team fights, and also make it much easier for him to stun enemies with Sea Anchor.

PROS

Amazing tankiness. Thanks to his passive, Ata can be incredibly tanky, especially in small scirmishes and duels.

HP scaling damage. Ata’s normal attacks and skills scale with his max HP, which makes him deal a decent amount of damage even in a full tank build.

Great team-oriented ultimate. Ata’s Ghost Ship is an amazing tool for splitting the enemy team as well as for disengaging. This makes him incredibly useful for team fights and securing objectives.

CONS

Relatively short range. Most of Ata’s skills have relatively short range, so he’ll need to get very close to enemies in order to fully utilize them.

Skill priority: Prioritize leveling Sea Anchor first since it will significantly reduce its cooldown. Take Ultimate whenever you can.

Ata is a tanky warrior, best suited for Dark Slayer lane. His passive allows him to buffer any HP he loses, and dealing damage to heroes will restore some of the buffered HP. On top of that, his normal attacks and skills scale from his max HP, which makes him incredibly good dueler. While playing Ata, you’ll constantly want to engage the enemy laner in a duel. Thanks to his skillset, you can easily close the gap between you and the enemy laner, and also harrass them with Sea Anchor. Whenever possible, you should aim to hit both the enemy hero and the terrain with your anchor. This will deal additional damage and stun the enemy, which will allow you to land some extra hits and win the duel easily. During team fights, you should try to separate the enemy team with your Ghost Ship, which will grant your team a significant numbers advantage for a short while. Also, you can use the ultimate for disengaging or prevenging the enemy from reaching your team while you secure an objective.

eva / Keera Keera has a very simple, easy to understand kit and pretty straightforward gameplay…

Keera has a very simple, easy to understand kit and pretty straightforward gameplay. Engage by using Umbra Dream (can jump over obstacles) followed by Triangle Maze. The goal is to mark the target with S1, trap it with the S2, and finally use the Umbra Dream again for the additional damage from clones and, hopefully, finish off your foe – do note that most of her dmg output comes from the second use of S1. If the Fading Phantom is available, it can be used to escape after preforming the aforementioned combo. The other way to use it would be to hide inside the walls using the Ulti, ambush the unaware opponents, and quickly burst them down. In team fights, Keera should keep on the outskirts of battle, and try to flank her foes, since she’s very vulnerable to powerful control abilities. When jungling, the ability to jump over walls using Umbra Dream really comes in handy, and the S2 follow up will ensure quick jungle clearing. She can be played in the Jungle.

Arcanas And Enchantments

A nice Arcana build for Keera would be:

Benevolence

Violate

Flurry

Benevolence increases HP, HP Regen, and Movement Speed. The HP makes her a bit more durable since she’s extremely fragile and has to go within melee range to use her abilities. The HP Regen restores her HP faster and combined with her Passive Ability’s Magic Life Steal, she can keep herself healthier than most heroes could after a fight. The Movement Speed synergizes well with her Ult Movement Speed increase and helps her gank and roam faster.

Violate increases Ability Power and Magic Pierce. The Ability Power increases the damage of her S1 and S2, increasing her burst damage. Magic Pierce makes her damage shred the enemy’s defenses, further increasing her damage capabilities.

Flurry increases Ability Power and Attack Speed. Ability Power makes her do more damage, which will also give her more healing from her Passive Ability Magic Life Steal. Attack Speed will increase her damage with auto-attacks and synergizes well with her Passive Ability auto-attack enhancement.

Item Build

An efficient item build for Keera would be:

Loki’s Curse

Gilded Greaves

Evil Secrets

Hecate’s Diadem

Zweihander

Staff of Nuul

In the Late Game, you can sell your Evil Secrets and purchase Arctic Orb if the enemy has a lot of hard CC to increase your survivability by a lot.

Gameplay Tips

In the Early Game, you want to clear your jungle as fast as possible so you can reach level 4 and begin ganking lanes to put your team ahead. Keera excels at killing isolated enemies with low defenses, so you will probably be focusing on the Abyssal Dragon Lane for the Marksman and the Mid Lane for the Mage. Your first ganks may not be the strongest, but once you complete your Loki’s Curse, your damage will magnify greatly.

In the Mid Game Keera will be at her peak strength, in terms of efficiency. Both teams will be grouped as 3-5 contesting one another for towers, Abyssal Dragon or Dark Slayer. You will be very strong at this point, able to kill enemies with low defenses within a split second. You can Ult, run through terrain to get close to your target with your invisibility then S1, S2, and auto-attack as you’re running to safety since you have ranged attacks during your S2. By the time your S1 shadow hits the target, that will kill them, making the team fight much easier to start as a 5V4.

In the Late Game, you are still very strong but assassinations become much more difficult since both teams will be grouped as 4-5 players fighting for towers, Enraged Abyssal Dragon, and Dark Slayer. Fortunately, all 3 of these objectives are nearby terrain so we can make use of our Ult’s invisibility effect quite often. Our main focus should be taking out the biggest damage threat since they usually have little to no defenses and provides the biggest reward when killed.

This is usually the Marksman or Mage at this stage of the game so as long as you kill whoever the biggest threat is, your job has been done. An exchange of lives at this point is actually more beneficial for your team and sometimes, you can actually get away with it if the team isn’t vigilant enough of their carries’ safety.

PROS

High burst damage and solid CC with her S1+S2+S1 combo



Easy to use – only two active skills and the ultimate



Good mobility – can jump over walls (S1), and move through them, gaining



Ulti is a very strong escape option and ambushing tool. It can be used to hide inside the walls and become untargetable, or to pass through the obstacles – great for pursuing and escaping

Invisibility

CONS

Very vulnerable to control. Keera can be easily eliminated if she becomes controlled.

Weak against tankier enemies

Hard to mark the proper target with S1 if they’re too close to each other

Additional Thoughts

Keera is best suited to the role of jungler. Umbra Dream enables her to jump over walls and quickly get to the monster spawn point, and her one-two combo ensures quick jungle clearing. When engaging enemy heroes, the situation is almost identical. S1 is used to jump right next to the enemy hero, followed by Triangle Maze (S2) to trap it inside the triangle, and stunning it if it tries to run away, while also confusing the foe with two clones – Keera is indistinguishable from her clones. Recasting S1 is the final nail in the coffin, and that’s usually enough to shut down most foes. As already mentioned, Fading Phantom enables her to move through and hide in walls, while also granting a large movement speed boost (further increased by upgrading the ulti), making her very good at ambushing, running away, and finishing off low health enemies. The ambushing part should be utilized to its full potential during the early and mid-stages of the game. If controlled, Keera will be in serious trouble, so extreme caution is advised when faced against heroes that have powerful CC abilities like Arum, Aleister, etc.

dirak He’s a long-range mage specialized in poking and crowd-control…

He’s a long-range mage specialized in poking and crowd-control. While he lacks some burst damage other mages have, his control is what he excels at. Dirak has a decent wave clear and also, he is able to provide a barrier for his team thanks to his Ultimate, which can severely reduce the impact of enemy ranged heroes. Other than that, his passive will make him live longer than most other mages, which can help him stay alive during team fights. He can be played in the Mid Lane.

Arcanas And Enchantments

An efficient Arcana setup for Dirak would be:

Flurry

Benevolence

Violate

Flurry increases our Attack Speed and Ability Power. The Attack Speed synergizes nicely with our Ult, making our enhanced auto attacks even faster, which increases our overall damage output. The Ability Power makes all of our abilities do even more damage.

Benevolence increases our HP Regen, Movement Speed, and HP. The HP Regen helps us restore our HP faster without needing to recall all the way to the base all of the time. Movement Speed helps us roam faster, kite better, and chase enemies more efficiently. The HP increases our durability, which is nice since we’re a pretty fragile hero.

Violate increases our Ability Power and Magic Pierce. The Ability Power will make all of our skills hurt the enemy even more. The Magic Pierce allows us to partially ignore enemy defenses, increasing our burst damage and damage overall.

The ideal Enchantments for Dirak would be:

(Yellow) Mana Refill – Holy Verdict – Holy Thunder

(Red) Raging Inferno

(Blue) Enhanced Restore

Mana Refill restores our Mana when we hit enemy heroes with auto attacks of abilities. This not only helps us sustain our Mana easier so we can use more abilities but it also synergizes nicely with our shield from our Ult since it drains our Mana by a lot.

Holy Verdict increases our Armor Penetration and Magic Pierce. Armor Penetration will make our auto attacks do more damage. The Magic Pierce will increase the damage all of our abilities do since they will partially ignore enemies’ Magic Defense.

Holy Thunder does additional damage based on our Ability Power when we hit an enemy hero with an ability or auto-attack. The cooldown to activate this effect reduces when we hit enemies with abilities and since most of our abilities hit multiple times and we use them constantly, we will get a lot of extra damage out of this Enchantment.

Raging Inferno burns enemy heroes for bonus damage based off of our Ability Power. This helps increase our damage even further and can even finish off enemies who escape with a small amount of HP.

Enhanced Restore restores our HP and Mana by a nice amount and acts as a better version of Restore. This Enchantment, combined with our Genesis Mark Passive Ability and Mana Refill will ensure that we rarely ever run out of Mana regardless of how many spells we cast.

Item Build

A great item build for Dirak would be:

Flashy Boots

Berith’s Agony

Tome of Reaper

Hecate’s Diadem

Staff of Nuul

Rhea’s Blessing

Gameplay Tips

In the Early Game, we want to clear our lane as fast as we can so we can roam and either invade the enemy jungle or help our allies in the side lanes. If we invade the enemy jungle, we want to be careful and not overstay our welcome, as the main purpose of doing this in the Early Game is to obtain vision so you and your team can predict the gank pathing and timing of the enemy Jungler. If we help our side lanes, we can set up kills nicely if we use our S2 to knock the enemy into our allies and making S1 easier to land.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Abyssal Dragon,

Dark Slayer and towers. All of your abilities do AoE damage and your S1 and S2 both have hard CC effects. When fighting in narrow areas like the jungle or river, your Ult shield shines the brightest, blocking most of the enemy Mage’s and Marksman’s damage. Not only that but in tight spaces, your S1 will have an easier time maximizing its damage output and your S2 will be even easier to use because of all of the terrain.

In the Late Game, both teams will be grouped as 4-5 players fighting for towers, Dark Slayer, and Enraged Abyssal Dragon. Dirak will continue to be extremely efficient in regard to his strength due to his great CC and AoE damage. You’ll be able to scout bushes with your S2, knocking enemies out of them if there are any, and continue to nullify the enemies’ ranged attacks with your Ult. You can even provide protection for your Marksman with your S2 to ruin enemy assassination attempts of them or S1 to protect yourself from enemy assassination attempts. Dirak is one of the only Mages who can do large amounts of damage while protecting allies and finishing enemies from a long distance. These aforementioned aspects are what you’ll need to make sure you’re utilizing efficiently in order to help your team claim its victory.

PROS

Great CC

Semi-Global Ult

Nullifies most ranged abilities with Ult

CONS

Low mobility

Hard to land S2

Hard to utilize Ult shield efficiently

krizzix This little fellow is support with quite unique set of abilities…

Krizzix is a Support that can go into stealth and also makes his nearby allies enter stealth for extremely dangerous ambush attacks. He can be played in the Abyssal Dragon Lane.

This little fellow is support with quite unique set of abilities. He can move around unnoticed thanks to his In Plain Sight skill. Not just that, but he can also deal quite a decent damage to unsuspecting enemies, as well as keep them controlled thanks to his Gravitational Pull. This also grants his allies a shield, which is amazing for team fights and skirmishes. Lastly, his Concealment can be used both for engaging, disengaging, and as a scouting tool.

Arcanas And Enchantments

The ideal Arcana setup for Krizzix would be:

Benevolence

Indomitable

Valiance

Benevolence gives us extra HP, Hp Regen, and Movement Speed. The bonus HP makes us more durable against all enemies. The HP Regen restores our HP faster so we can fight more often. Movement Speed helps us roam easier, pursue enemies better, and escape enemies more efficiently.

Indomitable gives us bonus HP, Armor, and Attack Speed. HP lets us handle all damage sources better, even true damage. Armor allows us to receive less damage from attacks that do physical damage. Attack speed lets us do more damage with our auto attacks.

Valiance adds more Cooldown Reduction and HP. The Cooldown Reduction gives us access to our abilities faster and since we rely mainly on our skills to do anything, this helps a lot. HP gives us even more durability to protect our allies with more confidence and efficiency.

A good Enchantment build for Krizzix would be:

(Green) River Treader – Regrowth – Nature’s Rage

(Yellow) Sacred Bead

(Blue) Arcane Whisper

River Treader adds HP and MP Regen and Movement Speed when you’re in the river. Since we’ll be spending a lot of time roaming through the river, this is very beneficial for Krizzix. We’ll be able to get to our allies faster and healthier than we would without it.

Regrowth increases our healing and shielding effects. This makes our Heal Talent stronger if we choose to take that and also makes the bonus shield from S2 better.

Nature’s Rage deals damage based on the enemies’ Max HP and reduces their magic defense when you hit them with CC. This works well with your S2 and synergizes even better with the defense shred from our S1, increasing your team’s magic damage even further.

Sacred Bead increases our Ult Cooldown Reduction, which is great since we want to be able to use our Ult as much as possible since it reveals an enemies’ location and makes all nearby allies invisible.

Arcane Whisper increases our talent Cooldown Reduction, which is something no item or other skill can do, making this skill not only useful but very unique as well. We’ll be able to use our Heal Talent more to help our allies survive better in fights or use Flicker more to make more plays with our S2 or escape when we are in danger.

Item Build

An awesome build for Krizzix would be Mother Earth Barrier – Gilded Grieves – The Aegis – Gaia’s Standard – Frost Cape – Blade of Eternity

If you’re against an enemy that can use stealth or invisibility, such as Wukong, Quillen, Elsu, etc. it would be better to take Mother Earth Magic Eye instead.

If you’re against a team with a ton of hard CC, it’s better to take Mother Earth Cleansing to negate it.

Gameplay Tips

In the Early Game, you want to help your Mid laner clear their lane as fast as possible. Then you want to roam with them into side lanes to try to gank or you can invade the enemy Jungle to find their location or possibly even steal a buff. Ganking the other lanes can give your team kills or at least make the enemy think twice about being aggressive, making the laning phase smoother for your side laners. Once your Jungler hits level 4, you can roam with them and have even deadlier ganks with the extra damage from your Jungler.

In the Mid Game, teams will usually be grouped together as 3-5 players and they will be fighting for towers, Abyssal Dragon, or Dark Slayer. All of Krizzix’s abilities have AoE effects, making him great in these situations with multiple allies and enemies. His Ult makes getting vision in areas established easier and can even sometimes reveal the enemy trying to sneak a neutral objective. Krizzix’s stealth from S1 and invisibility from Ult also allows him to scout areas a lot safer than most could for vision and get away safely.

In the Late Game, teams will usually be grouped as 4-5 and fighting for control of towers, Dark Slayer, or Enraged Abyssal Dragon. Krizzix is still as great as ever at this stage of the game. He will be extremely tanky and combined with his stealth and invisibility, it makes him even harder to kill.

You can continuously disrupt battles with your S2 or save allies with it. Your S1 will be the most effective it has ever been at this stage of the game since it reduces defenses by a percentage and everyone will have the most defense they can possibly have at this point with stat increases from leveling and items they’ve purchased. One good ambush with Ult is all it takes to completely turn the game around or close it out, giving your team a nice victory.

PROS

Invisibility and stealth allow Krizzix to engage enemies or escape with ease.

S2 CC is easy to land and very effective.

S1 defense reduction becomes more effective as the game goes on.

CONS

Hard to do much when the team is losing badly

If you use all of your skills to engage, you don’t have a way out.

eland’orr Mobility. That’s one way to describe Eland’orr…

Mobility. That’s one way to describe Eland’orr. His skill set allows him to be extremely mobile and reposition swiftly in order to avoid enemy skills or chase down the ones that are running. However, his learning curve is very steep, and it takes quite a while to master his abilities. Nevertheless, once you get used to playing Eland’orr, you will get to enjoy the endless mobility his toolkit provides.

capheny A unique marksman in the sense that she does not need to stop in order to land a normal attack…

Capheny gameplay

Capheny is one of the most mobile and strongest Marksman in the game. She can move quickly and has a huge 2-shot potential against less tanky heroes in the late game. She can move and attack at the same time making her super strong compared to other marksmen who can’t do it. She has great wave clear with her ultimate for defending towers safely. You can play her in dragon lane as well as in the jungle.

A unique marksman in the sense that she does not need to stop in order to land a normal attack. She can also swap between two firing modes, which gives her a lot of flexibility. The fact she can move while attacking, stay at long range and lay waste to an entire enemy team was something everyone picked her up for. You can check Capheny’s place in the arena of valor tier list at the top of the page.

Skills

Passive Ability: Capheny can move freely, even while auto attacking the enemy. In exchange, the amount of life steal she gains is reduced to 75% of original and she does only 50% of her original damage to monsters. It’s a small price to pay to become one of the best kiters in the game. Her passive essentially makes her nearly untouchable by any melee hero that lacks mobility.

Skill 1: Capheny has two stances, one where each shot does about 33% of her original auto attack damage, but the bullets are shot at nearly a 3x firing rate. Her other stance changes her Gatling Gun into Pulse Shot. Pulse Shot shoots out a large blast with a linear penetration effect. Her auto attack animation speed decreases significantly but her range increases. When she shoots, her movement speed decreases as well so it’s not a good idea to use it when you are trying to escape.

Skill 2: Capheny increases her movement speed by a large amount for a couple of seconds and removes any movement speed reduction effects from herself. This skill also has a passive effect that ties into her Skill 1. In Gatling Gun mode, each set of bullets that lands on an enemy hero increases her armor pierce, stacking up to 10 times. But in her Pulse Shot stance, she increases her critical chance by two stacks per shot.

These buffs are interchangeable, meaning if you have 10 stacks in Gatling Gun stance and swap to Pulse Shot, you will have 10 stacks of Pulse Shot as well and vice versa.

Ultimate: Capheny shoots a barrage of bullets in the shape of a very wide cone. Each time the bullet hits the enemy, it reduces small percentage of their armor and does damage. It’s a great tool in teamfights but you move 30% slower while firing.

Arcanas And Enchantments

The Great Arcana set up for Capheny would be Rampage/Skewer/Guerrilla. Having a lot of critical damage increases your damage significantly in the late game where you truly shine. Critical chance arcana are alright but they are more suited for the early game.

Skewer is good because the attack damage and armor pierce is very important for most Marksman so they can kill heroes, monsters and towers quicker.

Guerrilla is great because of movement and attack speed to kite enemies easier and position yourself better.

The best Enchantment setup for Capheny would be Mark of Frost, Gunslinger, Endless Cycle, Axe of Sacrifice and Blessing.

Mark of Frost allows you to use the effect of the item artic orb once per game, making you immune to all skills, damage and effects for a couple of seconds. Having an effect like this can help save your life in clutch moments or even turn the tide of a fight when used properly.

Gunslinger gives you more attack damage when you stack it up to 6 times.

Endless Cycle allows you to instantly revive after death up to twice per game. This lets you play riskier playstyle because you can revive.

Axe of Sacrifice makes you do 3% more damage.

Blessing increases your critical chance which synergizes well with your crits in the late game.

Item Build

An ideal build would be Gilded Greaves / Sonic Boots, Claves Sancti, Bow of Slaughter, Slikk’s Sting / Devil’s Handshake, Muramasa, Blade of Eternity / Fenrir’s Tooth/Death Sickle.

Boots depend on the enemies you are facing. In most cases Gilded Greaves will bring the best value. Blade of Eternity give you defensive stats and revival. Death sickle is a great replacement for Blade of Eternity, or if you’re feeling confident, Fenrir’s Tooth is the best final item, due to the massive attack damage increase to enemies below 50% HP.

A great Jungle build would be Whispering Wind, Gilded Greaves / Sonic Boots, Claves Sancti, Bow of Slaughter, Slikk’s Sting / Devil’s Handshake, Muramasa.

If the game drags on long enough, you can sell your jungle item and purchase a Blade of Eternity / Fenrir’s Tooth / Death Sickle.

Gameplay Tips

Capheny’s early game is stronger than most Marksman, due to the armor Pierce she gets. Not only that but the range increase she receives from Pulse Shot is nothing to sneeze at since it allows her to poke enemy marksman without them being able to retaliate. You need to focus heavily on farming at this period of time.

Throughout the Mid Game, Capheny has quite the impact because the AOE damage of her ultimate and her Pulse Shot. Pulse Shot gives her just enough range to hit enemy towers outside of their range, which allows her to siege enemy towers safer than most other marksmen and take down low HP towers, even without the help of minions.

Finally, in the Late Game Capheny is super strong. Fighting becomes more dangerous for enemies than for you. However, you can die quickly so you must be extra careful about where you go and you should never go alone. Forget face checking bushes and play with your teammates. Sometimes you can two-shot their squishier targets in a second if they misstep.

PROS

Straight-forward and simple to learn and use. Thou some may disagree with this, not having to pay attention to skill rotation/usage, opens up the time to focus on more important issues, like map awareness, enemy hero item build and so on.

Move and attack simultaneously. The only hero in the game that can do this.

High AoE damage with Pulse Shot and ultimate.

Two-shot potential against squishier targets. High burst damage.

Can move over walls while other marksmen cannot. High mobility on the map.

Ability to avoid skill-shots and kite by constantly moving. It is a nightmare for aov heroes with telegraphed abilities when their target is constantly moving. Hitting such a target can prove to be nearly impossible without first using some form of control.

Good Team fighter. A well placed ultimate, in sync with other physical damage abilities, can dramatically influence the outcome of team-fight. Not only it deals a good amount of damage and penetrates all targets, but it is also relatively simple land.

CONS

Dependent on other early game.

No ability to control (stun, slow, knock-up…) and weak mobility. Capheny’s ability to kite cannot live up to the expectation because she is lacking any form of control.

Ultimate becomes irrelevant towards the late game.

You need to manage your energy for pulse shots.

Weak one-vs-one. Though excellent team-fighter, Capheny relies heavily on her team-mates which makes her highly dependant on others.

Lacking burst power. She delivers a stream of damage. Caphenies skill 1 and skill 2 are not direct damage abilities, instead, they enhance/change the normal attack. The ultimate is also damage over the period of time (3sec). This alone would not be the problem if not for the fact she ‘s unable to control the enemy.

Vulnerability to control and no escape option other than Flicker. All of the things mentioned above make Capheny extremely weak when the enemy manages to connect control ability. The only safeties she has are her teammates and the ability to dodge skill-shots.

Additional Thoughts

It is recommended to go ID lane with Capheny, her early game jungle clear speed is to slow and would hinder the team, plus Flicker is her only escape option so trading it for Punish is not a good choice. Try to catch minions with Pulse Shots while they are approaching. When 2 of them die swap to Rapid Fire, finish it off and move back to “steal” the closest creep from your jungle. The goal is to reach lvl 4 as soon as possible (thou not at the direct cost of jungler). Once the ultimate is available use it on every opportunity you get… minions arrived and the enemies are behind? It’s fine, just dump the ultimate and clear the wave while damaging enemies at the same time. Don’t wait for one good team fight to use the ultimate there. Because it is extremely easy to hit enemies in a large area, use it to create an advantage before the fighting even starts.

The entirety of Capheny gameplay in team fights can be summed up in one word: Positioning. If you read the Pros and Cons of Capheny, you already have a glimpse of why this is so crucial. The good thing is Capheny doesn’t have to worry too much about other things and the ability to continuously move comes easy. The bad thing is, if you get caught even by the smallest thing, there is only Flicker to save you, nothing else. The only thing I can advise you here is to move according to the positioning of your allies. Think of them as your living and moving shield. Do not hesitate to use the ultimate as soon as team fighting starts, or even to finish off the escaping enemy (the range of ulty is huge). Remember: move around to dodge the skill shots, then focus on maintaining damage output… in that order. There is not much to it, Capheny is one of the simplest Arena of Valor heroes with only a few things to worry about, but making the slightest misstep will cost her her life.

aleister This mage is specialized in crowd-controlling his enemies…

This mage is specialized in crowd-controlling his enemies. Two of his abilities provide AoE slow and stun, which makes him very useful in team fights. Other than that, he has very decent wave clearing capability, which is invaluable for most mid laners. His main weakness is the lack of escape tools. In other words, one needs to play super safe to avoid getting ganked by the enemy jungler.

PROS

Good skirmisher. Exceptionally potent in 2v2 or 3v3 fights, where he is able to lock down multiple targets for long periods of time.

Good for clearing minions and keeping enemies locked in place. If you team up with a tank or warrior it can lead to a really annoying combo for the enemy.

He has two control abilities, both stun the enemies. The first one is Magic Barrier which slows and stuns the enemies. Second is his ultimate Magic Prison, it stuns the enemy for 2.5 seconds but has to be channeled.

CONS

Mages, in general, have this problem – he is very squishy and can be killed in a second if the enemy catches you off guard.

No means of escape. If you stray too far or have to run away from the enemy, forget it. Aleister has no skills for running so you have to take Flicker or Run and hope for the best.

Prioritize Magic Barrier to reduce the cooldown so you can match it with Matrix of Woe regularly.

Use Matrix of Woe on minion waves and unaware enemies. Use your range to the max, stay back, and always cast from close to the tower. He is a defensive hero and should be played like one. Magic Barrier is cast after the Matrix of Woe to keep the enemy in it longer. Few of those combos and the enemy will run away with their tails between their legs. Try to lane with a warrior or a tank who can keep enemies at bay, while you pour magic damage from the back.

In team battles make sure you are in the back. Cast a Magic Barrier on the closest enemy followed by Matrix of Woe and keep them in place with Magic Prison. That way you’ll ensure your magic output is maximized. If the enemy has warriors or assassins who can quickly engage you, save the ulti to counter them – it will save you and the rest of your backline. Think carefully and act according to the situation.

alice Support hero that is extremely difficult to pin down…

Support hero that is extremely difficult to pin down. She has a wide array of control abilities which are most effective in team battles. Her damage output is low, making solo actions very undesirable. The main role of Alice lies in helping her team with buffs, while also controlling multiple enemies at the same time. If caught off-guard and alone, she can still elude her enemies thanks to many of her beforementioned control abilities. Use filters to find Alice’s placement in the arena of valor tier list.

PROS

Crowd control. All of her abilities have a control effect on either her or the opposing team. From speedups to stuns, slows and silences, all of her abilities are affecting how others perform on the battlefield.

Area of Effect. Friendship and Hissy Fit have a large radius which makes them effective and easy to use. Sunshine, on the other hand, has a smaller radius, but its flight time and low cooldown can lead to numerous occasions where you stun multiple opponents.

Hard to pin down. thanks to her entire arsenal of spells, Alice has lots of tools at her disposal when faced with a situation she needs to run away from.

CONS

One on one. unless you caught someone off guard, out of cooldowns, or out of HP, Alice can do very little in duels.

Squishy. if caught out of position and crowd controlled for even the shortest amount of time, she will disappear in a few seconds.

Team oriented. if your team does not work together or doesn’t team up at all for that matter, Alice’s effectiveness drops rapidly. Her entire toolkit is oriented toward helping her team.

Max out Sunshine first and play aggressively, rely on Friendship just for speed boost if you get in trouble. If your team gather more often than usual, consider changing focus to Friendship. Level up Hissy Fit whenever you can.

Alice is a team player already from level 2. Being able to stun multiple opponents and speed herself and her friends means she should team up early. Use Friendship for those moments when you or your teammate are in dire straits, or when any jungler is joining up in the lane. If opposing, for retreat, if not then for engaging unsuspecting prey. If your lane partner is a magic damage dealer, you should try to coordinate your ultimate with his burst/main damage spells.

Alice spells deal a decent amount of damage, but it is much more important to exert flawless control over your enemies and help allies when needed. Do not cast the ultimate if an enemy team is under long-lasting AoE stun (like Gildur’s or Grakk’s ultimate), instead wait for it to get near its completion and then chain it on top for silence and slow effect. Use Sunshine on cooldown and focus more on the target that needs to be stunned rather than doing damage. Friendship is really important to have at the right times. However, no one can tell you in advance what to do with it because it has many purposes and all are equally important. When engaging enemies, your whole team having speed will make sure that the entire team can follow through in those crucial early seconds of a fight. During the fight, when the enemy is landing huge AoE spells, it can save a teammate with the shield portion of the spell, or help him move away from, let’s say, Diochan’s ultimate. In ending stages of a fight, for chase or disengage, it can also play an important role. The major problem of Friendship is that the spell is too good. At every moment of battle you can regret already using it but at the same time, if you’re not using it often, then your time is deprived of a great tool.

Sunshine has no cast time, meaning you can cast it on the move and Alice will not stop to execute that order, which is really important when you are being chased by a stubborn foe. Adding speed from Friendship will make sure you and your friends are at a safe distance most of the time.

amily A versatile hero with very good sustain, quite suited for laning and finishing off low-health enemies…

A versatile hero with very good sustain, quite suited for laning and finishing off low-health enemies. She is a tough nut with solid damage output but should stay away from burst heroes as her sustain might not be enough here. She doesn’t have many escape options, so caution is advised when pursuing enemies or entering the combat head-on.

Arcanas And Enchantments

The ideal Arcana build for Amily would be Indomitable, Skewer, and Guerrilla.

These Arcana give us Armor, HP, Attack Speed, Attack Damage, Armor Pierce, and Movement Speed.

The Armor reduces the Physical Damage we take, making us able to tank damage better. Armor usually is more beneficial than Magic Defense since most teams are composed of at least 2-3 heroes that do Physical Damage.

The HP increases our durability against all damage sources and makes the Armor and Magic Defense we have more effective. It’s even useful against True Damage, making it a stat that is useful against all enemies and helpful in all situations.

The Attack Speed increases our damage output from our auto attacks and since this is our main source of damage, this works extremely well and is convenient for a hero such as Amily.

The Attack Damage makes us do more damage with our auto attacks, S1 and S2 allowing us to kill enemies and monsters a lot easier.

The Armor Pierce lets us penetrate the enemy defenses easier, helping us burst priority targets down much easier. It even helps our damage against tankier enemies, though not as much as percentage Armor Pierce.

The Movement Speed allows us to roam more efficiently, stick to enemies easier, and synergizes well with the Movement Speed bonus we get from our S1. It also helps our Jungle clear speed since we can run to each camp faster.

Item Build

An ideal item build for Amily would be:

Gilded Greaves

Spear of Longinus

Frost Cape

Medallion of Troy

Fenrir’s Tooth

Blade of Eternity

If we’re Jungling, we can take:

Leviathan

Gilded Greaves

Spear of Longinus

Omni Arms

Medallion of Troy

Fenrir’s Tooth

We can exchange our Blade of Eternity for Death Sickle if it’s on cooldown or it has run out of uses.

If we’re Jungling, we can exchange our Leviathan for Blade of Eternity if the game drags on that long.

Gameplay Tips

In the Early Game, we want to clear our lane as fast as we can, so we can roam and gank Mid Lane or go into the enemy jungle to figure out which side the Jungler started on. There’s also a chance the camp or buff they’re on is low HP and we can steal it away and escape, setting them behind. Our early ganks are pretty good since our S1 and S2 both have CC effects. We can also go toe to toe with just about any Slayer Lane hero either by out damaging them or out sustaining them.

If we’re Jungling, in the Early Game we want to clear our jungle camps as fast as we can so we can reach level 4. Once we reach level 4, we can start ganking enemies to help our allies get an advantage in the lane or even score a kill. If we manage to give our laners an advantage, we can have an easier time taking the Spirit Sentinel and the Abyssal Dragon. The buffs, global gold, global exp, and global buffs make it easier for your allies to win lane and transition comfortably into the Mid Game.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Dark Slayer, towers, and Abyssal Dragon. Amily will be at her peak strength and effectiveness and be able to draw a lot of pressure to herself by split pushing. She can also perform deadly flanks, becoming a big threat to enemy carries. However, once she commits to engaging in a team fight, she has no way to get out so we have to judge our engages carefully. Having great timing on our engages is the key to success in team fighting with Amily.

In the Late Game, both teams will be grouped as 4-5 players and fighting for Enraged Abyssal Dragon, Dark Slayer, and towers. It will be a lot riskier for you to split push at this stage of the game. You will also fall off a bit now but you’ll still be a big threat if you’re able to get on an enemy carry. By doing bonus damage to single targets, you also help your team a lot with neutral objectives. If getting on an enemy carry is too difficult, you can focus on protecting your ally carry. It won’t be easy since you don’t have many ways to knock them away from your allies but your presence alone should at least make it easier for them to survive since you can’t be ignored either.

PROS

Great lane sustain. Her 1st ability provides activate healing while 2nd increases her passive, out of the combat, life regen by a large margin.

Versatile champion. All- around Amily have everything in her toolkit in moderate amount, and with proper use she can adapt to almost all situations.

In some situations, Amily can be extremely tough. When ultimate is active she ignores a flat amount of damage effectively becoming much more resilient versus champions who’s DPS (damage per second) rely on many different sources of damage (contrary to those that burst with very large chunks of damage).

Amazing single target damage

Great burst damage

CONS

All-in hero, once you dive in, there is no escape tool.

Weak against burst champions. A big part of what Amily do is in her ultimate, ignoring a flat amount of damage. This has almost no value against high burst champions.

Her toughness can be misleading, sometimes you can fight effectively against two champions, other times one will do you in.

Because of her great sustain, Amily can stay in lane much longer than other champions, at least concerning HP. This is not the case with mana. Yes, her Combo passive helps a lot, but sometimes there is just not enough time to wait.

Additional Thoughts

In lane focus on harassing but don’t go all in. Attack and retreat, let your passive from Combo works its healing. The goal is to engage the opponent with Combo, land a few attacks, use Kickblade, and retreat while you have increased speed active. If the enemy is stronger, stay far away, harass with Kickblade and use Combo to retreat (note: when using Combo to retreat, do not attack when the ability is finished, otherwise Amily’s enhanced attack will take you back to the enemy).

In the jungle, if the enemy decides to challenge you, show him the strength of Duel – passive. Otherwise, don’t be too aggressive or invade enemy jungle. Instead, try to gank lanes where you can approach enemy champions from behind, so you can push them towards your teammates with Combo. If you can’t attack from behind, remember your Kickblade slow effect can be a huge deal when the partner follows you up on that.

Don’t be the first to dive, be patient, wait for initiation and in the meantime land as many Kickblades as you can. Hopefully, the slow from this skill will be enough to take some out-of-position enemy. Once the fight is in the way, get close, use Enrage and immediately follow up with Combo. This will take you closer, Enrage -initial damage will unleash, and you start with the enemy knocked up. Deal damage with normal attacks, use Kickblade and Combo on cooldown, but try to select the targets so the allies can have good use of slowing and knock-up effects. Although Amily can be very potent in solo situations, try not to have this inflate your ego, her true potential unlocks when there is team assistance behind her.

Depending on the role, if you are jungle go for Combo as it helps ganks be more potent. If you are in lane, focus on Kickblade, much better for harass and sustain.

arduin A versatile melee hero whose abilities offer many different playstyles, making him a suitable choice for many compositions…

A versatile melee hero whose abilities offer many different playstyles, making him a suitable choice for many compositions. He can go full tank, semi-tank, or a bruiser even. The support role is also an option. Arduin’s ability to relentlessly bait enemies into attacking him, while simultaneously healing and shielding himself, can often surprise his foes. However, he lacks solo carrying power and should be near his teammates more often than not.

PROS

Great ability synergy. All of your skills synergize really well. Your passive with your 2nd Ability, Ultimate with your 1st Ability and Ultimate and 2nd Ability, overall all of your skills go along with each other so combo them as you please.

Crowd Control. Your Ultimate (Cull) and your 1st Ability (Rend) are both solid stuns and as a gift, they are not that hard to land. Rend even stuns all heroes in front of you in a huge cone which requires a little bit of positioning, but a small price to pay for such a great stun.

Versatile. Arduin has many options when choosing how to play, you can go full tank or semi tank or a bruiser like even support is an option for you that’s why I put so many talent options in the description. Even the Roar is solid on Arduin as his passive has no internal cooldown. Crowd Control immunity. Again same two abilities Cull and Rend both offer CC immunity, in Cull its as description says but with Rend it’s a little bit harder, but once you get used to it there should be no problem in abusing them both.

CONS

Unreliable passive. Your passive ability description says “when Arduin’s HP falls below 50%” and you really can’t plan to drop down on HP, can you? Well, you can but it’s really hard… And you see where this is going. It is really hard as the game goes on to use it to its full potential.

Susceptible to burst. To play Arduin to his full potential you have to use all of his skills correctly, and that also applies to your passive (again). If you want to abuse your life steal and fake HP you need to fall below 50% HP and even if you have your CC immunity one hard stun or a high damage ability and you are done for.

Lacking solo power. Arduin has 2 stuns and 1 of them has huge AoE, but you are not really that much of an AoE powerhouse. You will need your team to take care of that business and that makes solo carrying that much harder with Arduin.

Level 1, go for Rend as AoE stun can be clutch, after that max Undying Protector for CD reduction it provides.

With this kind of item, talents and arcana set you will want Dark Slayer lane. You want to start your laning phase slowly, don’t get too eager early, once few levels kick in, get in for some favorable trades. You can harras with Rend and Undying Protector up and out sustain your opponent with your passive. You are not that susceptible to ganks but keep the lane in your favor. If you must rotate, do so with your jungler as you are best in pair with someone. You can either go for a middle lane or enemy jungler, either way is acceptable for you. Arduin himself is not much of an objective taker (towers, dragon, etc..) so getting a kill or defending tower of your own is a much better choice for you.

This is the hardest part for you, depending on your team if you have a tank go bruiser mode if not go full tank mode and stick to your “guns”. If you are a tank you go front line, start with Rend and try to land the stun on as many enemy heroes as you can. Grabbing kills is not your top priority as you serve much more as a protector than as an aggressor. Defend your hyper carries and mages disable and take skill shots for them, save Cull for either escape or for some clutch stun. However, if you go, bruiser, you don’t stand first on the front, let your tank take care of business first wait for your chance and then rush in, try to pick a target in the back (walk between fighting heroes) and reach backline with Cull and stick to the enemy as much as you can, you probably won’t be able to get a kill but for sure you will get attention of a support or another enemy and you already gave your team advantage that way as they will stay on a 4v3 scenario.

arthur Being both tanky and a mobile warrior, Arthur is held in high regard when playing against physical damage dealing heroes in the lane…

Being both tanky and a mobile warrior, Arthur is held in high regard when playing against physical damage dealing heroes in the lane. He can often be used for initiating battles, for example by flanking the enemy team and diving into their soft back-line. His abilities do not require mana, which makes Arthur significantly less difficult for playing. On the other hand, he is susceptible to crowd control and needs the right set of items to become the desired bruiser/tank. Arthur place in arena of valor tier list can be found at the top of the page.

Counters

Arthur Counters most Assassins, e.g Raz, Nakroth, Paine, etc. most Mages, Azzen’ka, Krixi, Sephera, etc. and most Marksman, Tel’Annas, Yorn, Brunhilda, etc.

Arthur gets countered by Capheny, Elandorr, Hayate, Florentino, and Moren.

Arthur synergizes well with Alice, Lumburr, Ignis, Enzo, and Keera.

Arcanas And Enchantments

A good Arcana build for Arthur would be:

Assassinate

Skewer

Indomitable

These Arcana give us Attack Damage, Movement Speed, Armor Pierce, Armor, HP, and Attack Speed. Attack Damage increases the damage dealt by our auto attacks and all of our abilities. Movement Speed allows us to roam the map promptly, gank, and stick onto enemies easier and escape from them faster. It also synergizes well with the Movement Speed buff from our S1. Armor Pierce allows us to bypass the enemy’s armor partially to deal increased damage and higher burst damage against priority targets. Armor reduces the Physical Damage we receive from all sources. HP increases our survivability and makes our defenses and resistances even more effective. Attack Speed speeds up our auto attack animation, which increases our damage output. For Enchantments, we want to take:

(Red) Devourer – Bone Cutter – Desperate Duel

(Green) Tower Blessing – Regrowth

Devourer restores 9% of our Max HP and Mana whenever we score a kill or assist and the HP value becomes extremely high since we build a lot of HP with our items.

Bone Cutter increases our Resistance, which mitigates the effects of enemy CC by 10%.

Desperate Duel gives us stacks each time we hit an enemy hero with auto-attacks or abilities and each increases our Movement Speed. When we reach 10 stacks, which is the cap, we gain armor pierce and restore some of our missing HP.

Tower Blessing increases our damage reduction when we’re near towers, which allows Arthur to farm under tower safely or dive enemies with fewer risks.

Regrowth increases our healing and shielding effects. The healing effects synergizes well with our S2 and Devourer Enchantment, and their effects will be enhanced.

Item Build

The items suitable for Arthur would be:

Gilded Greaves

Mantle of Ra

Frost Cape

Gaia’s Standard

Fenrir’s Tooth

Blade of Eternity

If our Blade of Eternity goes on cooldown or runs out of uses, we can swap it for a Mail of Pain, or Hyoga’s Edge, depending on if the enemy team has a lot of mobility or not.

Gameplay Tips

In the Early Game, we want to clear our lane as quickly as we can so we can gank Mid Lane or scout the enemy jungle. Ganking will be a bit difficult until we reach level 4 unless our Mid Lane ally has CC since we don’t have any hard CC without Ult or dashes. Scouting will probably be the better alternative, especially if we’re going against an opponent who can’t beat us in a 1v1, since we can attack the side camp, forcing them to fight us for it or we just get bonus gold and EXP for free. If the camps aren’t there, then we know the enemy Jungler started on our side and our team will know which lane will most likely be ganked first.

In the Mid Game, both teams will be grouping to fight as 3-5 players for neutral objectives and towers. Arthur will be very strong and we will be able to frontline, flank, or protect our ally carries from Assassins As tanky as we are, our damage is high enough for us to be a threat to enemy carries. We also can split push even though we’re not the best at taking towers, we will be hard for one person to stop and can force the enemy team to send multiple people to try and kill us. Regardless of the situation we’re in we will always be useful in one way or another.

In the Late Game, we will still be very strong and useful. Both teams will be grouped as 4-5 players, contesting neutral objectives and towers. We still have most of our Mid Game options available to us, aside from split pushing. However, at this stage of the game, it will be more beneficial to go for defensive options such as protecting ally carries or frontlining to absorb damage for our team. We won’t have enough damage to kill an enemy carry by ourselves anymore but as long as we manage to keep our carries alive or zone enemy carries while disrupting the enemy in fights, we can lead our team to claim neutral objectives, which makes obtaining victory that much easier.

PROS

All-rounder. Arthur does not excel at anything particular, but he is overall a good hero. His ganks are good, as well as the initiating abilities.

He has a passive that makes him tanky against physical damage enemies. This makes him easy to use and play.

Good one on one. He can make the enemy “eat” all of his abilities and hits by sticking really close to them. Arthur is like a dog that never leaves your side, bouncing and running around you. Enemies can hardly run away when the fight is not going in their favor.

Has no mana. His abilities rely only on cooldowns, so you don’t have to worry about spamming them all the time.

CONS

Susceptible to crowd control. Since he needs to be on the front line with his close-range abilities, he can’t do much while stunned, frozen or controlled in any other way.

Weak at the beginning of the game. You need the right set of items for Arthur to become a bruiser or a tank you need.

Can be kited easily, due to low mobility

Additional Thoughts

Thanks to his strong one on one style Arthur can do very well in the laning stage. Early on, clear the minion waves with Holy Guard. Whenever you get a chance, poke the enemy hero with Righteous Fervor-Holy Guard combo. Do it two or three times and the enemy will be forced to leave the lane. When you get to level 4 and unlock the ultimate, use it only to ensure the kill when the enemy starts fleeing. With a laning partner by your side, you can do even better. Go for the squishy targets like marksmen and mages, they will fall like flies.

You need to engage the fights most of the time. There are two ways to do it, depending on the enemy team composition. If they have a few heroes with crowd control, don’t try to engage with Righteous Fervor, otherwise, they will stop you and make short work of it. Go with Deep Impact instead, followed by Holy Guard, and you can use Fervor to slow them down if you are confident you will prevail. Also, you can save it as an escape option, in case something goes wrong. it is way more efficient to rush in with Righteous Fervor, followed by Holy Guard. Use Deep Impact on running foes to finish them off. If something goes wrong Righteous Fervor should be recharged, so you can use it to escape.

arum An AP tank reliant on self-healing and control over the enemy…

An AP tank reliant on self-healing and control over the enemy. Disturbingly versatile, Arum is one of those rare heroes that can fit into any role and any team composition. You can basically play anything with her. Arum is a natural diver – be it engaging towers or just jumping into a peak of an ongoing battle – she is equipped for making casualties. Her lack of mobility abilities demands planned and coordinated team actions, otherwise, she ain’t coming home.

Arcanas And Enchantments

A nice Arcana build for Arum would be:

Indomitable

Valiance

Benevolence

These Arcana will give us Armor, Attack Speed, HP, Cooldown Reduction, HP Regen, and Movement Speed.

The Armor reduces the damage we receive from enemies that deal Physical Damage. Since most teams usually have 2-3 heroes that deal Physical Damage, this increases our survivability even more and can help us protect our allies even better.

The Attack Speed increases the damage output of our auto attacks.

The HP makes us tankier against all damage sources and synergizes nicely with our Ult since we both receive True Damage during the duration. As long as we have more HP than the target we Ultd, our team can freely attack them without putting us at risk of dying.

The Cooldown Reduction increases the uptime of all of our abilities and since our Ult is very important and game-changing, we want to have access to use it as much as possible.

The HP Regeneration restores our HP faster and since we will be taking damage for our allies quite often, we won’t have to recall as frequently to restore our HP after a battle.

The Movement Speed allows us to roam more efficiently to help our allies as much as we can. We also will be able to stick on the enemies easier with our S1 so we can damage enemies and regen our HP faster or run away faster when needed.

The ideal Enchantment build for Arum would be:

(Green) River Treader – Regrowth – Explosive Shield

(Blue) Arcane Whisper

(Red) Devourer

River Treader increases our Movement Speed and restores our HP and Mana faster when we’re in the river. Since we’ll be roaming quite often, especially through the river, we can benefit greatly from this Enchantment.

Regrowth increases our healing and shielding effects, which works well with our S1, Explosive Shield, Devourer, Heal Talent (if we choose to take that), and even Mother Earth Barrier effect as well.

Explosive Shield gives us stacks each time we take damage from an enemy hero, stacking up to 20 times. When we reach 20 stacks, there’s an explosion around us that heals us a bit, knocks enemies up, makes us immune to CC, and deals damage to the enemies. As a frontline tank, this helps us a lot and makes it even harder for us to be killed.

Arcane Whisperer reduces the cooldown of our Talents, allowing us to use Heal or Flicker more often to help our team as much as we can.

Devourer restores a percentage of our HP and Mana with each kill or assists we score. This makes our durability even higher in team fights, especially when the enemies are dying and can help sustain our Mana since we use a lot of Mana as Arum.

Item Build

An effective item build for Arum would be:

Mother Earth Barrier

Gilded Greaves

The Aegis

Gaia’s Standard

Frost Cape

Blade of Eternity

If the enemy team has heroes that have invisibility or stealth effects, e.g Keera, Wukong, Batman, etc. we can take Mother Earth Magic Eye instead to help reveal their locations when hidden if they’re nearby.

If the enemy team has multiple heroes with hard CC, we can take Mother Earth Cleanse to dispel their effects and give temporary immunity to CC.

If the Blade of Eternity is on cooldown or runs out of uses, you can swap it for a Mail of Pain.

Gameplay Tips

In the Early Game, we want to help our clear Mid Lane as fast as we can so we can roam to gank side lanes or scout the enemy jungle. If a gank opportunity doesn’t present itself, scouting the enemy jungle is an alternative option that allows us to figure out the enemy Jungler’s gank path and gank timing. We can even potentially steal a camp or buff away from them, which would set them behind greatly. We have no fear to challenge them for the buff as well since Arum has one of the strongest level 1 fighting abilities in the game due to her restorative effects. Even just delaying or distracting them is enough to set them behind, as long as we don’t die in the process so we can’t be too overconfident.

In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of Abyssal Dragon, towers, or Dark Slayer. Arum is very strong at this point in the game, being able to engage and lock down any enemies with her Ult. She can also disrupt team fights with her S2 or simply just tank and absorb damage for her allies. Landing an Ult on an enemy carry nearly ensures their