Tapping CLiQQ for Topping Up

This is strictly for PH (Valiant server) players. 


HOW TO TOP UP USING CLIQQ?

I’ve read some questions about topping up in PH so I decided to share how I do it.  I’ve recently done this for the Thane Pure Gacha so I’m pretty certain it will work (unless they did changes in that short span of time). 

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Image grabbed from Google.  Credits to owner (I was not able to take a pic.  Sorry)

First is you have to find a 7-11 store with a CLiQQ touchscreen thingy.  There is usually one in a corner.  Just ask the staff.  Once you find the machine, the next steps are rather easy.  You just have to look for the option with the “Load E-Pin” and tap it.  There, you will be given choices for load and just choose the one with Garena in it.  The machine will ask for your mobile number and the PIN will be sent to it.  Set the amount that you want (as much as possible, try to get 200 shells and above), get the receipt, and pay for it in the cashier.  I’d suggest waiting until you get the transaction message.

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Yeah, yeah.  I am using an old phone for messages.  Well I can compose an SMS in my pocket.  Can you do that with a smartphone?  BTW, be careful not to delete the message.

Now, it’s time to enter Garena Shop. Here, you will be given options.  Of course you’d choose Garena AOV – Arena of Valor.  It’s in the center so it’s impossible to miss.

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From here, you’ll be given new choices.  Select the one that you bound your account to.  This is important.  Make sure that your AoV account is bound to the one that you will choose or you will end up wasting your shells.

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In my case, I chose Facebook since my AoV account is bound to my FB account.  After logging in, you will return to the Game Selection screen.  Just pick Garena AOV – Arena of Valor again.  From there, you will be redirected to this screen.

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Remember when I mentioned to top up 200 and above at least?  This is the reason.  50 and 100 won’t get you the respective amounts.  Heck, you even end up losing more with 100 than 50.  If you want to top up 400, get 2x 200’s rather than 300+100 as you’ll end up with 10 more vouchers.  In the case of 2x 500’s and 1000, the latter will give more.  Once the transaction is successful, you will be sent to this screen.

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Congratulations!  Time to skip meals splurge your vouchers.

I am not in any way endorsing CLiQQ.  I just find it an easy way to top up.  I think they also have a mobile app but I have zero experience with it so I can’t comment about it.


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Tank Mganga is Neither Toxic Nor Clown

COMMUNITY BOARD.png

In this segment, we will be exploring the not-so-popular heroes and/or out-of-the-box builds or playstyles.  While very effective, meta heroes or builds, can tend to become a little boring after some time. This led me to find fellow theorycrafters who are willing to share their guides to the community especially for those who want to try out different stuff and break the game’s monotony.


DISCLAIMER:  The builds featured here are not made by AoV Academy (or SquirrelNation) unless so specified. They are either from players in the community who I contacted to have their work featured or just submitted by those who want to contribute.  All credits are to the respective owners/makers, so questions should be addressed to them for clarity.


BACKGROUND

I took interest on Mganga after reading Zeitzbach’s tank mganga guide reddit post.  Unfortunately back then, I lacked the arcana for properly testing it out.  Also, a friend decided to pick him up as a main and I don’t want to overlap our hero pool so I decided to focus on other heroes instead.  Mganga ended up buried under my will-try-this-in-the-future hero pile.  These past few days, while checking old mails, I saw the tank mganga reddit link that I sent to myself (yeah, I do that instead of bookmarking) and that kind of rekindled my liking to try him out.   It just so happened that there was another Mganga reddit guide by The_Zer0Myth that came about.  Reading that finalized my decision to pick him up since I now have the arcana needed.  The ideas for this writeup are from those two posts.  I’d suggest reading through them as they’re very informative.   Thanks to The_Zer0Myth and Zeitzbach for sharing their thoughts and for showing what the demon jester is capable of.


INTRODUCTION

Mganga is classified as a support mage.  As a designated support/roam, he is hamstrung by his item dependence; while as a mage, he is limited by his lack of CC and mobility and his short effective range.  Adding to these limitations are his lack of burst and his item dependence, thus needing to ramp up to late game. 

Still, a properly played Mganga can singlehandedly edge out a teamfight win with his DPS and zoning potential.  His sustained damage output and ability to heal teammates  gives some slight advantage in prolonged staredowns.

One thing that makes him stand out is his level 1 power.  With good utilization of his S1 charges and autos, he can easily cheese the opposing laner.  A good jungler in the team can then take advantage of this.  At levels 2-3, you and your opponent both have two skills but your passive gives you a slight edge in trades (unless you are facing a hero with an attack-enhancing passive).  Just dodge skillshots and sneak in some autos, and you’re good.  Otherwise, you can just play it safe especially that other mages have better burst and higher range than Mganga.  If played sidelane against melee heroes, the matchup is heavily in Mganga’s favor as he can just poke with autos and zone them out with S1.  He can also just drop the S1 on top of him if the melee laner decides to go hand-to-hand.  Come level 4, Mganga gains some burst and outplay potential with his ult, but would still need to play safely as his lack of escape skills makes him susceptible to ganks. 

All in all, what separates a good from a bad Mganga is positioning.  When ahead, his fast clears can allow him to roam and make some plays.  When behind, he really needs to play it safe and stay very near the turret and farm it out until he gets significant items.  In teamfights, he has to build up his poison stacks for his ult burst.  Thus, he needs to survive long enough to be able to accomplish this.  This is why he needs to build tanky and position properly to get his stacks in.

THE LOADOUTS

Zeitzbach’s old item build was defensive boots rush, followed by Frosty’s Revenge.  This was pre-rework.  These items are then followed by Berith’s Agony, Frost Cape, Hecate’s Diadem, and topped off with Staff of Nuul. 

The_Zer0Myth’s item build is more or less the same but has Medallion of Troy for magic resistance since Frosty’s Revenge no longer gives MDef.  Aside from Medallion, Mail of Pain can also be used as a substitute against heavy AD.  Holy of Holies is also a good option especially if you want to add more damage to the table.

TANK MGANGA (1).pngArcanas are as shown in the image — 10x Indomitable, 5x Benevolence, 5x Guerilla, and 10x Flurry for a good balance of early tankiness/slight sustain, attack speed, and penetration.  Attack speed helps in stacking up Mganga’s passive early game and  if it comes to just trading autos, you’d end up outtrading your opponent early game, which is a big advantage if you can juke your opponent’s skillshots and get some autos in.

Frosty’s Revenge is Mganga’s first item power spike in this build, giving him movespeed for roam, some beefiness, and slows which would help a lot with ganks.  

Frost Cape is your early teamfight item.  You can now maximize your slows with the Pool Slow+ Frosty’s+ Frost Cape autos.  The armor and HP also makes you extremely difficult to kill, especially when ahead.

Berith’s Agony gives extra armor and AP.  Not particularly special, but it is effective as a hybrid item. In conjunction with your slows and pools, the passive will almost always be of use since Mganga deals sustained damage anyway.

Hecate’s Diadem improves his damage.  Boosts his heals too and synergizes well with Holy of Holies.

magshots (1).pngHoly of Holies was not in the list but I added it upon testing.  Helps a lot if you need damage in the team while giving you HP.

Mail of Pain/Medallion of Troy are for burst protection.  Choose one depending on situation.  Mail of Pain is better than tThe Aegis because it has far greater EHP, and you have enough slows already. 

Tome of the Reaper can be considered against a heavy healing team.

GAMEPLAY

Lane-wise, Mganga plays like a regular mage – clearing waves and roaming if able.  You might want to try to abuse his early laning phase.  As already mentioned, his passive gives him an edge and allows him to bully the opposing laner provided that he can close in.  Trading or harassing with him is trickier against other mages since he can’t really poke because of his range.  He has to step closer for Fortunate Gift (S2) and Toxic (S1),  while dodging possible skillshots, and then sneak in some autos.  Try to maximize the amount of time the enemy will be standing on Toxic.  With Frosty’s, it would be easier.  This is why it’s an important powerspike for Mganga and has to be completed as his first major item (after T2 boots) immediately.  You can also drop Toxic in front of a fleeing enemy which can somehow serve as a CC of sorts as he/she has to skirt around it.  

You have to be careful with positioning as Mganga lacks escapes outside of Flicker.  Getting ganked deep beyond the lane’s halfline more often that not will give a kill to the enemy team, so you’d have to be wary of the map before overstepping your boundaries.  It’s rather easy to get overexcited with Mganga especially when you see your opponent’s HP trickling away.

LOW LEVEL CHEESE:  You can try the level 1 cheese mentioned above with S1 and autos in order to kill or send the opposing laner home.  Try to position the S1 where the enemy can stay on top of it longer.  

To maximize the number of hits on Toxic, wait for the enemy minions to position to attack.  They stay in place when attacking and this will allow you to hit more poison ticks.  Don’t hesitate to use your ult on minion waves.  Just mentally count the stacks and detonate away.  With its fast cooldown, it would probably be up by the time you reach a lane for a gank.

Rushing Frosty’s Revenge is vital but remember to build your items according to the situation.  Since you are basically a tank, try to get the defensive items first.  If you need MDef, you don’t need to wait for 6th item Medallion.  You can just buy its component, Belt of Clarity, to get some MDef and sustain or even finish Medallion if need be.  You don’t want to get bursted down before you can Detonate your stacks.  After then, you can proceed to building up your AP items.

In teamfights, utilize your S1 for zoning.  Enemies will always try to avoid stepping on it.  You can even place it in between the enemy’s front and back lines to divide the enemy team.   This could leave their tanks in a compromised situation without covering fire.  Monitor the enemies for stacks, and be patient with building up stacks.  But if you have 5 stacks on enemy carries, just detonate away and don’t try to wait for the whole enemy team to max out stacks too (unless they’re standing on your S1).  It’s always better to outright kill the threat on the enemy team as it also ensures the safety of your team.

Don’t tunnel vision on enemy carries.  You might be tanky but that doesn’t mean that you can just simply walk in to the enemy team and take down their carries.  Try to find a good spot where you can hit multiple enemies and allies with S2.  The healing it provides may not be that huge but it can help some with damage mitigation.  Healing value also increases with stacks.  It’s okay to target the enemy tankline as Mganga can shred tanks with his build.  Just drop an S1 behind their tankline to zone out their carries and cut the escape route of the tanks too.

Mganga can have troubles against very mobile heroes.  His S1 requires a target to stay still to maximize its ticks.  Heroes with very long ranges are also problematic as Mganga’s effectiveness is from within his auto range where he can easily build up stacks.  Against these matchups, smart use of brushes can help.  Also, try to ask for a gank especially if the opponent overextends.  Usually, it only requires good CC to allow Mganga to kill an opponent.

Mganga excels with beefy frontliners with good CC and marksmen with slows in their kit like Tel-Annas.  They can enable Mganga to quickly build up stacks.  Also, Mganga’s heal can help his frontliners to shrug off some damage.  I remember one game where me an Ybneth were able to 2v5 the enemy.  He just kept on peeling for me while I spammed skills and autos.  The opponents tried to focus me but I was too tanky to burst while Ybneth just kept on CC’ing the body blocking them.  We ended up winning the teamfight because of our sheer tankiness.

FINAL THOUGHTS

As a mage, Mganga flies low under the radar and seems to be outclassed by the meta mages.  I think this is understandable given his limitations.  Honestly, I’ve had issues with teammates locking Mganga in the past.  My initial reaction would be all is lost even though I have experienced getting teamed up with a good Mganga too.  I feel that I don’t have issues with him anymore as playing him changed my views.  I guess I was just one of those players that got used to mages being bursty (I still prefer burst though).   Since I don’t have any midlaner, I’d probably end up going with him.  It would require lots and lots of practice though.

Again, I would like to thank Zeitzbach and The_Zer0Myth for giving me the chance to gain further understanding of the death jester.

As always, observe, formulate, adapt.


For those who have some out-of-the-box builds in mind that want to get featured, you can reach me via my Facebook page (please leave a like while you’re at it).  If you managed to reach this part and punch through my wall of texts, thank you so much!

 

 

 

 

 

“Gotcha Poor!” — Pure Gacha

Just sharing my Pure Gacha experience.


For the longest time, RNG has never been fond of me, but in AoV, I got my luckiest draw last Christmas event in Valiant server.  I was able to get both (yeah both) Ormarr and Natalya skins.  My first reaction was to ask other players if they got them too because I believed then that everyone got them.  Turns out it was random.  Lucky me!  I haven’t played any of them up to now.

Fast forward a month later.  This time, Valiant server has this Pure Gacha (I think other servers have it too) featuring Thane.  I don’t really play Thane that much except in 3v3 so my win rate for him is quite abysmal.  I am trying to play him more soloQ hoping to bump it up a bit (a terrible method of upping with rate, IMO).  Back to Pure Gacha, I never really paid attention to it until Zlaey mentioned it in our discord.   I was not really planning to get it but I had 450+ worth of vouchers from daily bounties, so I thought what the heck, I’d probably get it since I have a lot and it’s free anyway!  Also, I want to see if the RNG gods are smiling at me.

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So I went in for a spin and boy I got spun real bad.

It started out at 5 vouchers with each succeeding spin increasing in value.  I was not able to document how much the increment was but I ended up staring at 150 and finally noticed I just ran out of vouchers.

150I was left with 17 vouchers and an important decision.  Should I open up my wallet?

I thought of my “loots”.  Most of them were shards of shit.  I got the Elsu policeman skin that kinda resembles the Jakie Chan-looking character in Tekken which I forgot the name of.  I don’t have the hero though.  That would be another decision left to do on top of the more important matter.  

Spin or not?  If I miss, I’d be getting one of the two shitty prizes, so I thought I need a reassurance.  If ever I miss, I’ll probably get it with the next spin.  Off I went and got purchased vouchers.  I had 360ish then.

I tapped Play and I was not even surprised when I got 90 gems.  The next spin after 150 was 200.  I am so deep in this so I gave it a go.  I was sure I am going to get Thane.

But I didn’t

400

The fuck!  “I’m not coughing off another 400 vouchers for that!” I said to myself and then found myself going out to purchase the last 400.

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I did it.  Geez I hate the way he carries his briefcase.

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VERDICT:  Is Pure Gacha worth it?  Depends on how badly you want the skin.  If you really want the skin, just be ready to pay the full voucher value (1.3Kish?).  If you get it in the first spin, mad props to you!

Am I doing it again?  Hell no!  Not even for that robo-Maloch thingy.   

Yes I am sure.  I don’t like robots, ninjas, and pirates.   Fuckingdangit!  Stop me please if it arrives in Valiant.

LESSON LEARNED:  RNG gods don’t smile.  They only play tricks on us mortals.  

 

 

 

QUICKGUIDE: Maloch

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Maloch has been my go to hero in the few ranked games that I’ve played.   He was the one that got me to plat the very first time.  This led me to share some tips playing him.  I hope you’d find this helpful.

Of course this is not the only way to play Maloch.  You can do “fun builds” like AS/crit or CDR rush with boots but I just decided to go with the more stable build since most people probably want to climb ranks anyway and a consistency is vital for that.

Check Chaos Squirrel’s Maloch gameplay review for more insights.


COMMENTS ON THE SUGGESTED ITEMS:

Mail of Pain:  Good against burst AD damage.  This is some sort of a punisher item against AD assassins.

Gaia’s Standard:  This is a good source of MRes if you need it early.  This doesn’t have Medallion’s CDR but movespeed is good on Maloch too.  Also provides additional sustain which helps since Maloch can’t heal from minions/monsters.

Rock Shield/Hercules’ Madness:  Provides Maloch with additional Shield.  Also gives some Armor and MRes.  I’ve seen Rock Shield in pro play.  Helps a lot when Maloch goes in.  This could be a good pickup if you want to heavily engage.  Herc’s is the same but gives some AD and you don’t have to worry about dealing reduced damage which Rock Shield has.  You’d have to be wary of the item cooldown though.

Odin’s Will:  Since MS and damage increase are both good on Maloch, this could be a good choice especially if you want additional armor, HP, and some damage.  It’s easy to trigger the passive on Maloch since he’s in the middle of fights usually.

Hyoga’s Edge:  A good counter for Superman.  Also one of the items in the game that provide dual resistances.

These are just some items that can be used.  You can even go attack item 6th if you’re heavily snowballing. 

QUICKGUIDE: Butterfly

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Someone requested for a Butterfly build so I snooped around Squirrel Nation for some info.  I ended up with a couple of varying armory setups but everyone I asked had the same opinion — Butterfly is not viable.  My personal take on this is they are right.  Butterfly is in an awkward spot.  If you opt for an assassin build, there are better options and even Kriknak in his nerfed state can do more.  Butterfly can go the Leviathan bruiser route but there is Zephys who does everything that a bruiserfly can do a thousand times better plus more.  Still, for the sake of Butterfly fans, I did a quick guide with all the input that I’ve gotten.  I guess Butterfly can function as a training wheel (especially at SEA where she is one of the free heroes) for those who want to try the jungle/assassin role.  At least, mastering her will make the user knowledgeable about proper timing for engages and disengages and also trying to make do of a simple hero kit.

DISCLAIMER:  The builds featured in this quick guide were obtained from different players and from the AoV discord.  I DON’T play Butterfly so I have limited idea about their functionalities.  Still, I trust that my sources have tried them out.

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Punish in the Sidelane

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Punish in the sidelane isn’t actually unconventional but rather more of unpopular due to lack of awareness of some players regarding its use.   In some of my soloQ games, I get flamed whenever I take Punish for sidelane.  Worst case scenario is the would-be jungler changing role, forcing me to jungle instead (no matter how I spam “not jungling just want jungle item”) while I get flamed and reported for “trolling”.  The sad thing is most laners that can take Punish aren’t optimal junglers.  Because of this, I usually just pick Heal and switch Talent in the last seconds of hero select.  Though this allows me to pick Punish, I have a feeling that some of my teammates get tilted at the start of the game (which is very bad for a team game).  Because of this, I decided to make this writeup to spread awareness about Punish in the sidelanes.  For this, I will be citing some of the pros and cons of taking Punish in sidelanes.

PROS

Map control.  Having Punish allows you to secure “last hit” on nearby monsters.  The usually heavily contested scoutbird can be easily stolen if you time it correctly.  Having full control of vision in enemy jungle is very beneficial to your team’s jungler.  It can also give you information whether it would be safe to invade.  Speaking of invade, you can also try a level 1 sneak buff steal.  This would be incredibly backbreaking to the enemy jungle and will force them to look for plays early on just to recover.  Late game, you also have the ability to properly secure slayer and dragon.

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Double Burn.  For tanks, this opens up the double burn build option.  The combination of Leviathan and Mantle of Ra provides very fast clearing speed which could allow the laner to better rotate around the area.   Thus, proxying becomes a possibility which can further give you control of the map.

Pseudo-Harass.  The tier 2 jungle item changes your Punish to Frostbite.  This gives a 30-second-cooldown spell that deals damage and slows the target which could be useful to heroes with limited cc like Arthur.  You’d have to time it though with monster respawns, so keep in mind that normal monsters resp every 1:10 secs, seagle at 1:00, and spirit sentinel at 2:00.

CONS

No “combat talent” early game.  Pre-Frostbite, Punish doesn’t give any combat potential.  Basically, using Punish is like announcing to the opposing laner that you will just farm.  Good players can abuse this window and even bully you out of the lane.

Suboptimal item stats.  Jungle item components give poor stats, making them awkward early game.  Let’s compare Gnoll Cleaver and Heart of Incubus.  Heart gives 180 armor and 50 (+2/lvl) per sec burn passive, while Cleaver gives Frostbite active and no stats.  In dueling, Cleaver is like having a burst every 30 secs while Heart gives a potential 1500-damage output for the same duration.  Even tier 3 jungle items, by themselves, have meh stats.  If fully stacked, they often give higher stats but then, this would require time.

Bad when behind.  Since they don’t provide early combat power, it feels awkward being shoved by the enemy and forced to towerhug with Punish.  Forcing to finish a jungle item is even worse, especially without the ability to get stacks properly since your jungle might end up getting taken by the enemy.

Stacking system.  Since the item requires killing jungle camps to stack, you might end up competing with your jungler for them  You’ll be put in a dire situation especially if you’re behind and your jungle gets cleared by the enemy.  You will end up with a very expensive item for its raw stats.  If you can somehow find a way to steal some from the enemy’s camps, you can sort of mitigate this disadvantage and somehow pass it to the enemy jungler.  The jungle change could make stacking even harder as the stat values from stacks would decrease in exchange for larger max stacks.

CONCLUSION

Punish in lane has its merits, but you have to be able to take advantage of its use.  If your playstyle and hero pick revolves around dueling and trading with the enemy laner, take something with combat/outplay potential instead.   Taking Punish means that you will be taking a more farm-centric type of play.  You should try to take enemy camps but avoid fights and being collapsed upon.  With good execution, you’ll not just be outfarming your enemy laner but gimping the opposing jungler as well.   Take note though that if you’re going to take Punish in lane, NEVER EVER TAKE YOUR JUNGLER’S FIRST BUFF.  Heck, don’t even touch even the neutrals unless you’re certain that they have spawned once your jungler rotates to the area.  If you do, you’ll just end up being a liability to the team.

As always, observe, formulate, adapt.


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Gildur, The Iron Man of DS Lane

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In this segment, we will be exploring the not-so-popular heroes and/or out-of-the-box builds or playstyles.  While very effective, meta heroes or builds, can tend to become a little boring after some time. This led me to find fellow theorycrafters who are willing to share their guides to the community especially for those who want to try out different stuff and break the game’s monotony.


DISCLAIMER:  The builds featured here are not made by AoV Academy (or SquirrelNation) unless so specified. They are either from players in the community who I contacted to have their work featured or just submitted by those who want to contribute.  All credits are to the respective owners/makers, so questions should be addressed to them for clarity.


BACKGROUND

This build is from a reddit post.

I only knew  u/meboz67  as THE Omega main.  I stumbled upon his posts and comments in reddit some time ago and had sought his expertise when I took interest on the sentient mech.  This was even before the rework.  I can say he puts a lot of effort in his builds.  He breaks heroes down to tiny details, taking note of significant numbers which allows him to optimize his build and play according to a hero’s strengths and maximize its potential.  His focus is more on builds, mostly on not-so-popular heroes.  His Gildur tips in reddit caught my attention as he has an interesting approach with the early item build.

INTRODUCTION

Gildur as a midlaner is in an awkward spot.  His long cooldowns and high mana costs make him fall short compared to the more popular mages.  Most mages use their skills to clear waves and are encouraged to roam after doing so, and Gildur’s slower clear and need for conservative use of skill puts him behind his other counterparts.  Of course it is still possible to play him mid even with some limitations but it would require more effort to get the same results that can be easily achieved by the more popular mages.

What Gildur lacks in some aspects is compensated by his tankiness (in part due to his shield) and his array of skills with stun and knockback effects. He is practically a walking cc machine.  These along with his item reliance makes him a good candidate for DS lane where farm-centric playstyle and sustained slugfest are the norms.

Mages can work in the sidelanes. A good example of this is Marja who simply asserts control by out-sustaining her opponent.  Chaugnar and Arum have also seen some sidelane action.  Since most AD bruisers in the DS lane build Mantle of Ra which helps offensively and defensively, having to face a magic damage dealer would reduce the effectiveness of this usually go-to item.  Mages also have access to Berith’s Agony which can act as their own version of MoRa against AD warriors.  On this writeup, we will be talking about Gildur in the DS lane. After all, he is labeled as tank first, mage second.

WHY GILDUR?

Gildur counters and complements a lot of the meta choices, and can successfully fill many different roles in the late game.  With his near perma-stun kit, Gildur can play anti-dive. With good timing, he can just ult anyone who tries to all-in his carry.  The range of his S2 also makes him a good poke hero.  With these things in mind, he can function well in a protect-the-carry/poke team comp.  Gildur can provide an extremely good teamfight initiate with his built in tankiness (shields) and AoE stun, so he can also fit in a wombo-combo or pick-off comp.

His flexibility makes him great.  He can assassinate squishies, peel for his team, initiate fights, poke the enemy, and splitpush.  He can even take core without minions by spamming his passive!  At half build he can easily 1v1 the top S-tier assassins (and at full build, even 1v3), so in the right hands, he can be devastating.

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If you’re not sold on Gildur’s flexibility, perhaps his novelty will.  He is rarely played and  those who will underestimate him are in for a big surprise.  I was one of those who did.  Personally, I only thought of interrupting his ult if ever I face one and he’s donezo.  I was shocked with his damage output and his tankiness.  Plus he’s not that easy to interrupt if the one playing him knows that he/she is doing.  From then on, I started to respect Gildur.

Lastly is crowd control.  Gildur’s entire kit revolves around stuns and knockbacks.  If you like disabling opponents and throwing around opponents with repulsor blasts, Gildur might be for you.

THE LOADOUTS

This build will focus on attack speed early game to abuse Repulsor Blast Midas’ Touch which triggers an enhanced attack every 4 attacks. This enhanced attack has a delay of about 80 milliseconds before hitting the target which can also be reduced by building attack speed. Neat huh?

meboz core(1).png

We will be getting attack speed through arcana (26% with Indomitable setup or 22% with Conjure setup) and early Warboots (25%) which would bring early AS to 46%-51% in total.  We will also be getting Mantle of Ra against AD bruisers.  MoRa’s 80 AD might go to waste on other mages but Gildur’s passive converts 150% of AD into magic damage while Siege (S1) has 45% AD scaling so the AD from MoRa is actually handy.  The Burn passive also provides Gildur better wave clear.  To top it off, the armor bonus will help mitigate physical damage to help with survivability in addition to the shields from passive.

One of the advantages of building attack speed on Gildur early game is you will have the edge of having better autos than other heroes.  In the first minutes of the game, skills are somewhat limited so those who have auto attack enhancements have a slight edge over the others since we will be slugging more than slinging skills.

With this build/playstyle, it is important to practice proper positioning in order to maximize Midas’ Touch as this would be your bread and butter.  Also, of note is that skills should only be used on the enemy laner to manage mana efficiently.  Adequate waveclear can be provided with good use of passive and MoRa’s burn so no need to spam skills to clear the waves.

Late game, Mantle of Ra and Warboots may be replaced with The Aegis and Gilded Greaves, respectively. Gilded Greaves is necessary late game as Gildur needs to continuously be attacking and casting his skills in order to keep his shield up. As long as he isn’t cc’d, Gildur can keep his shields up to improve his survivability, so Gilded Greaves’ resistance is more important than Warboot’s attack speed bonus.  The Aegis is a perfect replacement for Mantle as the game goes on. At some point later in the game, Gildur will be facing full build ADCs and other attack speed based heroes, so the upgrade in the armor will be very helpful. The max mana bonus and massive CDR boost will also greatly complement his full AP kit.

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To complete the armory are the usual magic pickups:  Boomstick provides huge burst and makes his Extravagant uhm well, more extravagant; Apocalypse adds even more burst while giving him tower takedown potential with his S1/Midas Touch/auto weaving; Hecate’s Diadem even further boosts Boomstick’s and Apocalypse’s damage while also significantly buffing S2 damage with its 1.2 AP scaling; and the last item which is Staff of Nuul gives penetration power to your magic damage.

Other items to consider are as mentioned above: Aegis and Gilded Greaves for defense. Aegis not only gives armor but provides cooldown too that would greatly help Gildur’s auto + skill weaving.  Gilded Greaves late game is really a must. If Gildur gets locked down, his survivability drops as he needs to be constantly active to keep his shields up. Then why not build it early? Early game, your focus is to farm and not to teamfight so it’s better to get an item that would speed up your clear.

Against a Mage sidelaner, start with Phoenix Tear and Lapis Ring.  This combo gives good mana sustain in exchange of reduced clear speed (slower clears due to lack of MoRA).  Proceed with the regular build of War Boots > Boomstick > Apocalypse > Hecates Diadem > Staff of Nuul.  Sell Phoenix Tear before finishing HecatesLapis Ring will be finished into Aegis.  Most mage DS laners build Berith’s Agony, which would not be so efficient against you as you’re dealing magic damage.  How about Gildur? Is Berith’s good on him? Stat-wise, it is.  But its burn effect is better on heroes that deal sustained damage (unless you want to experiment a tanky, repulsorbot, but that’s another story).

ARCANA As mentioned above, Flurry and Indomitable or Conjure, and Guerilla will be our setup for maximum attack speed.  The choice between Indomitable and Conjure is player preference.  Indomitable only has 4% more AS than Conjure and gives defensive stats. Conjure provides a chunk of AP which can give early ooomph to your pokes.  Guerilla not only provides AS but MS as well which helps more with positioning.

TALENT Tiger Knee Flicker is a must and is nonnegotiable.  This gives Gildur not just an escape tool but a means to reposition his ult.

GAMEPLAY

Skill-wise, as indicated in the diagram, we will prioritize S2 over S1 as its damage is just too good to pass.  It helps a lot with chipping away opponent’s HP for an all in.  Leveling up S1 first though still has merits, providing mobility and better positioning.  You may do so IF you are able to win the first duel and get a massive gold lead.

As elaborated before, we will be investing on early attack speed to abuse Midas’ Touch.  Focus on farming up, building up stacks on minions and using the proc on the enemy hero.  Take note that Gildur gains a shield every time (a) he uses a skill and (b) with enhanced attacks (Midas’ Touch).  The next auto after using Skill 1 will proc his passive, so you can dash in with S1 behind an opponent and repulsor blast him/her to your tower.  Keep these things in mind as these can make you win trades and/or outplay your opponent.  Also, remember that flicker doesn’t interrupt ult channel  so you can use it to reposition a botched ult.  This is why flicker is nonnegotiable for Gildur.  Still, be careful when you flicker while channeling because a slight joystick movement can interrupt it.

These are just some potential combos to maximize damage during various stages of the game. Many skills are interchangeable. As the game goes on longer and you build your CDR, the necessity of auto-attacks to proc the passive dwindles.

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  • Early game (1v1):  Auto (on minions to stack passive) > Midas Touch (on enemy hero) > S2 to stun > S1 (dash through enemy to their back) > Midas Touch (push back towards your tower).  Rinse and repeat.
  • Mid game (1v1, 1v2): S1 > Midas Touch > S2 > Ult > Repeat.
  • Late game (1vTeam):  S2 > S1 > Midas Touch > Ult > [Flicker (to juxtaposition)] > S2 

Take note that Gildur’s passive can melt towers, and with Apocalypse finished, he can be a siege engine late game.

Late game, don’t focus too much on building attack speed for passive procs.  Smart opponents won’t let you build up stacks through  autos.  Instead, build up on CDR and use his S1 to reposition and blast away.

Gildur’s flexibility doesn’t end in playing roles in a team comp.  Even in laning phase, you can usually mitigate bad match ups by changing how you lane.

Against early game burst warriors, you can sit under tower and hit them with S2 until their health is too low to fight. That includes Riktor, Florentino, Maloch, etc.  Against attack speed heroes, you have more freedom because Midas Touch will allow you to stun them during their empowered attack window.  For example, when Omen triggers his passive, just Midas Touch and walk away.  Same goes for Kilgroth’s S2.  Dueling someone like Valhein would be more difficult. Same goes for Marja.  They will win close and ranged trades.  Regardless, Gildur’s poke is superior and he can still last hit minions from behind tower.  Still, heroes with heavy CC and burst damage are going to be difficult to duel until level 4.

All in all, Gildur’s playstyle revolves around on good positioning (with S1 or just moving) and mastery of S2 sniping.  Getting good timings on these helps a lot in setting up a good ult. 

WHEN TO PICK GILDUR

Gildur is a good addition into a mage support comp.  There’s something to be said about having three magic dealers in your team. The big thing, though, is that Gildur can initiate the team fights and lead advances in the late game. Mage support needs that sort of off-tank back up to perform effectively.  Since Gildur is heavy CC, pairing him with more heavy CC will make your team difficult to deal with.  You can basically siege towers in the late game with a three-mage archetype, especially with Gildur’s tower-chunking passive and zone-out potential with S2.

Gildur also works very well into team comps that snowball the early game.  With his pick-off potential with S2 and cc chains, he can set up plays for his teammates and boost his carry.  Don’t forget that he can get fed himself and come online by the mid game, then carry his teammates if it unfortunately goes into the late game.

Honorary mentions for teammates are Alice, Aleister and Elsu. Alice for her massive AoE CC, Aleister for the AoE magic damage and his control.  Elsu and Gildur can combo-poke squishies. Gildur acts as a spotter, snipes a squishy from afar with his S2, then Elsu takes the shot.  At late game it’s enough to kill them pretty much off screen.

Be wary though of heavy cc teams as this can hurt Gildur badly (but then almost every hero gets hurt by cc anyway).

FINAL THOUGHTS

What Gildur’s kit seemingly lacks in midlane is compensated by his sidelane potential.  He offers a lot of flexibility in a team which helps a lot in filling a role in a team comp or dealing with an enemy comp.  Some may argue that his skill delay and longer animation makes it easy to outplay him.  Yes, he has these shortcomings but mastery of his gameplay can make these almost negligible.   About the build, honestly, I was surprised when I tried it some.  For a player that hasn’t touched Gildur before, it helped me survive and even duke it out in lane.  While some might call that anti-AD early game core item build is a bridge — something that supports a supposedly weakpoint of a hero to be able to survive to reach a stronger phase, I can say that it isn’t a crutch like what most bridges do.  

Usual bridges provide sustain like how mages build Tear early game to smooth out their transition into later laning phase, just like having training wheels. In this case though, instead of just patching up Gildur’s problems like long cooldowns and high mana costs (which lead to slow clearing), we will focus on Gildur’s strengths all the while solving his waveclear speed.  The result is having the ability to go toe to toe instead of just being on the defensive. I’d say this is a smart approach especially for a lane that revolves around outfarming your opponent.  For those who like to try a different sidelane hero, I would definitely recommend playing Gildur.

This is just one interesting take on an unpopular hero. There are surely other builds out there but I would like to thank u/meboz67 for sharing his. Hopefully, there are other players who would experiment and share theirs too. Perhaps this would even allow some of the forgotten heroes to experience being on the spotlight.

As always, observe, formulate, adapt.


For those who have some builds in mind that want to get featured, I am just lurking at SquirrelNation.  You can also reach me via my Facebook page (please leave a like while you’re at it).  If you managed to reach this part and punch through my wall of texts, thank you so much!