Hey guys, this is my second guide on VGFire, and I really like the look of the new hero -
Reim.
Reim is a grumpy old winter mage who freezes everyone who crosses him. Though he moves slowly, he deals heavy damage to opponents while being surprisingly resilient himself. He holds his own in the lane, but he’s particularly effective in the jungle where he can go toe-to-toe against most opponents that he can catch.
Abilities Top
OFFICIAL NUMBERS ARE IN!
Frostguard
Reim’s basic attacks deal 20-54 (+125% crystal power) bonus crystal damage over 2 seconds and grant 50% of the damage dealt with this effect as fortified health (reduced against non-heroes).
Reim’s attacks and abilities also chill opponents. Basic attacks against targets that are already chilled apply a 60% slow that decays over 0.6 seconds.
Frostguard is what lets
Reim play roam. The fortified heath is great agianst heroes who take time to reach there full potential in teamfights, like
Krul or
SAW. It can also let him win fights as jungle or lane that you didn't think even
Krul could win.
Winter Spire
Reim summons a spire of ice at a nearby location, dealing crystal damage to surrounding enemies. After a short delay, the spire shatters, dealing heavy crystal damage. 35% of the damage dealt with this ability is gained as fortified health. Damage dealt and fortified health gained is reduced against non-heroes.
This ability deals 25% increased damage to chilled targets.
Cooldown: 4/3.5/3/2.5/2
Energy Cost: 60/60/60/60/60
Initial Damage: 60/70/80/90/110 (80% Crystal Ratio)
Shatter Damage: 120/140/160/180/200 (160% Crystal Ratio)
This is
Reim's big spamming ability. It's crucial to hit the hit the first Spire on as many enemies as possible, chilling them, so they take 25% damage on the subsequent Spires.
Chill Winds
Reim deals a burst of crystal damage to all surrounding enemies (25% damage to minions).
This ability roots enemies who are chilled, temporarily preventing them from moving. A rooted enemy can still attack.
Cooldown: 14/13/12/11/7
Energy Cost: 80/85/90/95/100
Damage: 75/125/175/225/325 (40% Crystal Ratio)
Damage to Minions: 75/87/99/111/135 (110% Crystal Ratio)
Root Duration: .6/.8/1/1.2/1.4
Rooting is a new mechanic that roots(hence the name) enemies in place, keeping them from moving, but they can do everything else. It is yet to be tested if
Glaive can
Afterburn out of the root, or if
Skye can use her
Suri Strike.
Valkyrie
Reim summons an ancient Valkyrie, devastating enemies at the target location. All enemies are slowed, while enemies closer to the center are stunned and take increased damage.
Cooldown: 80/65/50
Energy Cost: 100/100/100
Damage at Center: 360/540/720 (240% Crystal Ratio)
Stun Duration: .8/1/1.2
Damage at Edge: 200/300/400 (160% Crystal Ratio)
Center Slow Duration: 3/4.5/6
Edge Slow Duration: 2/3/4
Percent Slowed: 60%/70%/80%
This ability can change the tide of not only a battle, but a whole game. The added stun can be used in combination with
Phinn's
Quibble when overdrived and his
Forced Accord is devastating.
Builds Top
Jungle Reim
Reim in the jungle is build for being one of the front liners, as your supposed to be. Given, your not as tanky as your
Catherine or
Ardan, but you are able to withstand a fair amount of damage.
The reason for being a front liner?
So your lane can follow up behind.
How can you possibly be tanky enough to be a front liner?
FORTIFIED HEALTH. with all the CP damage you have +
Alternating Current builds up your fortified heath pretty fast. You also have
Eve of Harvest, helping you survive that strafing assault from
Skye.
Your not so much trying to land all your
Winter Spires or hit that game changing
Valkyrie as much as distracting your enemies long enough for your fortified heath to negate their damage.
DANGER: Being one of the slower heroes in the game, you can get kited by a
Ringo or
Petal easily (Petal's OP).
BTW:
Crucible is just a placeholder for a defensive item. Feel free to get
Aegis,
Metal Jacket, or
Atlas Pauldron.
Roam Reim
How does this even work! Roam mage? What's next, roam
Celeste
The only reason this works is because of
Frostguard and the fortified heath. This is why you get {[frostburn]], so you have enough CP to build a substantial barrrier.
Fountain of Renewal and
Atlas Pauldron are obvious choices as a roam.
When playing this build, don't be afraid to go first when your with your team. Once you build up enough fortified health, your teammates should be able to kill your opponents.
DANGER:This build requires a lot of coordination to be played right, but can throw off your enemies. Be prepared for blowouts both ways.
DANGER:This build doesn't do well against burst damage, best to go jungle jungle or lane vs
Taka or
Koshka.
BTW:
Crucible is recommended, however there are better choices for different situations. If you find your self dealing a bunch of damage but dying too fast, get
Eve of Harvest. If your team needs a
Shiversteel, get a
Shiversteel.
BTW:This build also requires a fair amount of practice. Expect your fist game to go poorly.
Lane Reim
Coming Soon!
The Math Top
This section is dedicated to finding out how much damage your abilities actually do, including defensive items.
Frostguard
Reim’s basic attacks deal 20-54 (+125% crystal power) bonus crystal damage over 2 seconds and grant 50% of the damage dealt with this effect as fortified health (reduced against non-heroes).
The common item in all three builds is
Frostburn, so lets start with that.
Frostburn gives you 100 CP Statistically.
Frostguard will add 20 - 54 ( +1.25 * 100 ) bonus damage:
20 - 54 ( +125 )
Assuming your level 4:
27 ( +125 ) = 152 bonus damage.
50% of this grants fortified heath
Frostburn cost 2400 your enemies have the same amount. They can get
Aegis with 150 gold left.
CP damage = (Base Damage + Modifiers)/(1 + Shield/100)
CP damage = (152)/(1 + 125/100)
CP damage = (152/(2.25) = 67.5
That's not a lot of damage, but Shield and Armour get less effective the more you have.
Lets say that your using the jungle build. The next item after
Frostburn is
Alternating Current, not including
Journey Boots.
But is this really the best choice for this situation. Lets find out.
Alternating Current gives you 50 CP and 40% Attack Speed.
You now have 150 CP.
Ability damage = (Base + Modifiers)/(1 + Shield/100)
Ability damage = (27 + ( 1.25 * 150))/(1 + 125/100)
Ability damage = (27 + ( 187.5 ))/(1 + 1.25)
Ability damage = ( 214.5 )/( 2.25 ) = 95.3 damage
Your damage only increased by about 32. Not impressive. Now lets try getting broken myth.
Broken Myth gives you 10% Shield Pierce and 70 CP.
You now have 170 CP and 10% Shield Pierce.
First, we need the damage before and after shield.
Before = 27 + ( 1.25 * 170 ) = 212.5
After = 212.5/(2.25) = 94.5
Ability damage = ((Pierce)*(Damage Before Shield)) + (1-Pierce)*(Damage After Shield)
Ability damage = ((.10)*(212.5)) + (1-.10%)*(94.5)
Ability damage = (21.25) + (85.05)
Ability damage = 106.3
That's a little better! Why? Because the enemy had build so much shield, the pierce really helped. Of course, we didn't take into account the AC unique passive damage, but maybe later.
Winter Spire
Update History Top
v1.2.0 - Added to Math section
- 1/17/16
v1.1.4 - Undid Update v1.1.1
- 1/14/16
v1.1.3 - Fixed Lane and Jungle builds
- 1/14/16
v1.1.2 - Added
Taka to roam build threat meter
- 1/14/16
v1.1.1 - Removed
Crucible, added
Eve of Harvest for roam build.
- 1/13/16
v1.1 - Added Official Stats on abilities
- 1/13/16
v1.0.2 - Added the statistical templates for abilities
- 1/13/16
v1.0.1 - Removed
Eve of Harvest to incorporate Warhorn and
Contraption.
- 1/12/16
v1 - Guide created
- 1/11/16
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