Nice builds but i know some better builds. Well atleast I think theyre better but i have used these builds and i would say the other build gets more kills. But the guide itself is very good. Well done. You have made a better guide than me. ( tbh everyone can )
One thing I just noticed: I'm pretty sure that in order to reach the full bonus of his abilities (i.e. 200 WP for the instant dash of Jump Jets), you need to build 200 WP, not just have 200 WP in total. Your hero's base WP does not count toward ability bonuses!
Because that isn't how I build him. Except in very rare cases I only allow myself 2 or 3 offensive items in a build. I don't think it takes any imagination or skill to create a build guide that essentially says build one of everything.
I think that Shatterglass is mandatory for Baron. Let's face it, the one thing he is good at is raw power, he needs the more raw CP power item there is.
I feel that with Baron's low health he benefits from the lifesteal more than the Broken Myth stacks.
Finally, with Clockwork I get 30% amplification on CP all the time, as where with Broken Myth I get 35% amp, only after I've fully stacked the item. Plus with how much a CP Baron will probably be spamming his Porcupine Mortar, the extra energy and energy regen is more beneficial.
I can see where you're coming from in terms of the Broken Myth vs. other items, but in my opinion, this is a mandatory item for all CP carries. The armor pierce is extremely useful, and the damage amplification can really turn the tides of fights! Also, you are wrong on one thing. The Clockwork amplifies your Crystal Power, while Broken Myth stacks amplify your CP Damage to enemy heroes. There is a difference!
I disagree. Broken Myth is only mandatory if your opponents build shield items. Now, you could argue that everyone does, especially the higher ranked you get, and thus it's mandatory, but there are economically and damaged based choices that are superior to Broken Myth if your opponent isn't building shield.
And yes, you can technically say Crystal Power and Crystal Damage are different, but in the end they really aren't. Since Crystal Damage is based on how much Crystal Power you have, they are essentially the same thing. Then the next argument would be well since it amplifies the damage it turns into true damage because the amplification is applied to what damage you truly do after shields are calculated in.
But if we look closer at that, there is no difference. Example:
If you have a Shatterglass so you are doing 150 CP, vs an Aegis you will actually deal 67 crystal damage. If I take Clockwork and amplify my CP before the damage is done, the 30% amp increases that CP to 195. 195 CP vs Aegis deals 86.667 crystal damage, which will be rounded up to 87.
Now, if I were to apply the amplification after the fact to the actual damage, which is what Broken Myth does. For this example I'm going to keep using 30%. I understand Broken Myth maxes out at 35%, but we aren't comparing items, we are comparing amp applied to CP vs CD. So we take the 67 damage we do to Aegis and amp it by 30% and we get 87.1, which will be rounded to 87. Same damage.
And before anyone says well, the damage amp was still greater so the more you do the bigger that difference will be.
I'm going to use Joule's Big Red Button overdriven with 5 Shatterglass. To my knowledge this is the most crystal damage you can in the game. The ability does 2200 +460% Crystal ratio. Maybe there is an ability I'm overlooking, but that's okay. With that ridiculous build that ability will do a disastrous 5650 damage. (I only did 5 because we need a slot for the item that's going to amp it).
Now. If we amp the CP with Clockwork prior to the Aegis calculation, in the end vs Aegis it does 3264.4444, which rounds to 3264.
If we amp the CD after the Aegis calculation (which is 2511 for those keeping score at home) we get 3264.3, which rounds to 3264.
So while yes technically Crystal Power and Crystal Damage are different, they are essentially the same thing in the final calculations.
I agree, but I prefer an Aftershock over a Clockwork as it will most of the time be unexpected and still provides cooldown speed. I don't know, this could just be my personal preference though...
Of course it's preference. I personally think Aftershock is a situational item. It depends on the comp of your opponents. For a very tanky composition it could be a good choice. For example a Phinn roam with a Lance jungle.
Understand the Aftershock perk does 15% of the hero's max health. This is going to work better on characters with higher health, however I can't account for all of that. What I'm going to do for this example is use the average health for lane character. The average health of characters scripted to the lane is 1573 at level 12. Keep in mind most lane characters aren't going to build bonus health items, so it's fair to assume these characters are not going to have buffs. The Aftershock perk will deal 236 damage to your average laner, only once after an ability, and only to one target (I'm fairly positive the perk isn't applied to the splash damage), and only from a basic attack. CP Baron can typically attack with abilities much further away than his basic attack will fire from.
With my CP Baron build you have a total of 205 CP from Eve of Harvest and Shatterglass. Clockwork amplifies this CP damage to 267, which is higher than the occasional 236 from the Aftershock perk. If you swapped Aftershock into my build for Clockwork your total CP is 240, which is still less than the 267. It applies to every time you cast an ability, and it can damage more than one target depending on how many you hit with your abilities.
With Ion Cannon that turns into 601 vs 540 from the CP ratio.
Now we can look at the cool down. With Clockwork you can cast an overdriven Ion Cannon every 36 seconds instead of every 60. With Aftershock's cool down It takes nearly 10 seconds longer at 45 seconds. At that rate you can choose not to overdrive Ion Cannon and with Clockwork you can still cast it every 45 seconds.
I can see your reasoning, I guess I just think that a combination of Eve ShatterGlass and Clockwork is pretty much your standard Baron build, I like to play waaaaay outside of the box even if it makes me a little weaker. That's why my build has both an Aftershock and a Stormcrown. Also, I love how you go to such extreme measures as such to calculate the average health of a lvl. 12 laner, for example. Great job! Also, I have a question. Could you calculate how much damage Ozo's three abilities would do to the average laner with the following items: Shatterglass, Eve of Harvest, Broken Myth, Stormcrown, Clockwork, Journey Boots. The order the moves are used (basic attacks not taken into account with A and C overdrived) is Bangarang, Acrobounce, Three-Ring-Circus(all activations). thanks!
This would probably be better placed somewhere else in the future, perhaps the forums or a private message, since this isn't an Ozo guide.
So apparently I made a mistake in my previous post. The average laner has a level 12 health of 1488. I'm also going to use 86 as the inherent shield, because besides Saw, every laner has 86 shield.
With that build VS Aegis and inherent shield: Bangarang will deal 411
Acrobounce will deal 586. This is assuming your first & final bounce are the target laner, since you can't land all 3 bounces on them. A single bounce is 192.
BLG3RNT, thank you for the guide. It helped me to understand him better.
Just for sake of theory crafting, I'll bring up one crucial usage of overdriven B ability. My friend, Doom8, pointed out that it gives us a free block. Pretty much now we have two ageis. It doesn't block damage, but all debuff! You can jump out of Ardan's gauntlet if you overdriven it.
I'm not too sure if it is good idea to do that with CP, but I see a huge benefit if we do that with WP builds. We do not use A for damage, but mainly for crowd control. We still have it at max percentage of slow even when we do not overdrive A. So, we still have the full function of crowd control and we, also, benefits more mobility (harder for them to stun or slow us).
I am playing around this theory right now. So far, I find myself survive much longer in any situation such as being ambushed, being in team fights, or 1v1.
Let me know what you think. My IGN is Levite in NA server.
I'm glad it helped you! I think what you are talking about is valid, but comes down more to play style. I admit, and I think I did so in the guide as well, I still don't have a clear understanding of what exactly the overdriven jump blocks, other than Ardan's Gauntlet. Someone mentioned Forced Accord & Bright Bulwark.
I would say with Bright Bulwark is it really something that important to jump out of? Second I've not personally been put in a position of being in the Bright Bulwark and trying to jump out of it. Theoretically the jump would allow you to jump in, but not out because snare should silence the jump. Bright Bulwark only lasts 2 seconds so in my opinion it's not significant enough to justify the overdrive unless it's your play style.
I've also not been in a situation to jump through Forced Accord. Personally I'm pretty bad at triggering Reflex Block, so it doubtful that I'd be quick enough to tap the ability and then tap a location just to escape it. Perhaps in a fleeing situation a jump that can avoid forced accord may come in handy, again that's a preference thing.
It's absolutely a play style and situational thing. I overdrive the jump on the rare occasion I face an Ardan, but even still I've only ever benefitted from the benefits of it once. Personally since the overdrive doesn't add any extra power or anything I personally prefer the overdrive on the Porcupine Mortar. Yes it's weaker with WP, but it still does 360 +70% ratio. You can fire mortars very quickly so that 360 + 70% can add up, especially in team fights when you can hit multiple targets at the same time. It's also an 80 damage increase from not taking the overdrive per mortar.
I agree about play style. I usually am an aggressive player and I overextend. Your siege build works well with my play style ; however, in higher tier, players usually play really conservative. I have hard time able to being conservative with this build.
The build I shared permits me to be very conservative and, yet, still effective till late game. Late game, I rekt everything so fast. Late game, enemy usually stay together. Once I caught them stacking, most of them lose large amount of hp and would retreat or break out the fight.
I've tested the B ability around many crowd control. No, we cannot jump out of bulwark, but we can jump in or through. Sometimes we want to chase down low enemy, Lyra cannot protect her ally. As for forced accord and many stuns, if timed right, B will either jump out of their range OR block them.
Now it is about timing. Right now I am struggling a bit with timing as well. I think it is very crucial to be able to time things. Most of time I would hit b ability when I know I am in their range... By time they start hitting the ability, I jump out. I think Baron's B ability could teach us timing of the fold.
Thank you for making time to having this discussion. It was very educational for me. As I play in the fold, I recall your guide and discussion. I hope your guide and this discussion are as educational to others as it did to me. Salutations.
I've updated my ability build path for WP Baron. After all the discussions, this one included, I've looked at more math, and done some more testing. While I'm under no illusion that people are going to build what I think is best over what works best for them, I do like to think of these build guides as just that, guides on how to use a character well, and also to give people something to think about. Sometimes I am the one who needs to think things over. The solution I've decided I'm comfortable with, which I think works well, is to overdrive both Jump Jets and Porcupine Mortar and not Ion Cannon. Yes, there is a significant power increase from the overdrive on Ion Cannon, I am a huge fan of certainty. Ion Cannon is extremely easy to miss with, and I'm pretty good at predicting. I am very efficient, for example, at landing Samuel's Oblivion as where the complaint when he was released by many was that it was useless because it was too difficult to land. So I think a good solution for those who want to overdrive Jump Jets whether due to play style or preference, so overdrive the A and B. That's what I've started doing.
Just an FYI on debuffs that I have blocked with the Jump Jet's overdrive. Another reason to over drive Jump Jets is the one second of debuff after landing and while sprinting; I have been hit straight to the face with Krul's sword and walked away like it was nothing.
Koshka's Ult
Ardan's Ult
Phinn's drag (If you jump right when the claw grabs you, you will be pulled back to Phinn and then super jump to the initial ability placement, very rewarding)
Skye's Ult
Reim's Root
Samuel's Ult
The overdrive is almost like Blackfeather's ult. Such a strong perk. I cannot convince myself to overdrive the A ability in any situation. It is not a reliable source of damage and is only used for the slow and crowd control.
With the A overdrive you gain 80 damage per shot more, and gain 1 second of charge cooldown. That doesn't sound like much, but...
At level 4 you cast - cast - wait 3.5 second - cast - wait 3.5 seconds - cast - wait 3.5 seconds. 4 casts in the course of 10.5 seconds for a total of 1120 total damage output, to possible multiple targets.
At level 5 you cast x2 - wait 2.5 - cast - wait 2.5 - cast - wait 2.5 - cast - wait 2.5. That's 5 casts in the course of 10 seconds for 1800 damage. That's an extra 680 damage in the same time frame, and it only costs an extra 10 energy per cast to take the overdrive.
As opposed to taking the overdrive for the C which only gives you an extra 250 damage and you only go from 75 seconds to 60 seconds on your cooldown. So that means you can cause 900 damage every minute if you overdrive the C. As where if you overdrive the A you can cause 10800 damage in a minute.
I acknowledge that all things are not equal in this scenario. I'm not taking into account Ratios, but the Ratios stay the same no matter what, so it doesn't really effect the outcome for purposes of this example. I'm also not taking into account the course of the game and energy requirements, but I still think that for the purposes of this example the point remains the same.
Also, thank you for the list of the abilities you've dodged I'll add them to the guide soon. Although I don't think the Phinn example is a result of the overdrive, because I've done that without the overdrive.
I'm very happy to see the theory crafting in action. I find overdriving B is too crucial to miss. I cannot survive without it. You bring up about overdriving A instead of C. The only reason why I overdrive C over A is the passive benefit. It gives us 2.5 max range at lvl 3. It makes us the longest range auto attacker in the game. I could kite spun up Saw easily. It surely helps us keeping our distance at its max.
I think it depends on the build. I go much more offensive items with only one defense. I must stay at the edge of the fight. But if we have more sustain, probably .5 range isn't much different? I am willing to try overdriving A. As for damage and aiming, you are right, A is more reliable.
Again, thanks for playing with the theory. I'll be sure to be back and discuss.
Yes, but with Baron you're never going to get blazing speed. I prefer other speed items that have other effects with them. Namely Breaking Point. Although there may be a case for Bonesaw as well since the splash damage would theoretically apply the bonesaw effects to multiple targets. I'm not sure if that works tho.
Yes, but the tornado trigger has less effect than it would on another character besides Lance. Baron and Lance are the only two characters with naturally slow basic attacks.
Sure. Although do note I removed the "Throttle" build from the description as it didn't make it into the guide. I forgot to remove the text. Those terms refer to the names I gave to the different Item builds in the guide. Labeled the same up top if you select the different builds.
Hey, BLG3RNT I really enjoyed reading your guide. I haven't bought Baron yet, waiting for a glory option, but I played him few times on BR and tested on Practice Mode.
I wonder what do you think about a hybrid build? For example Sorrowblade/Shatterglass/Clockwork/Aftershock/Aegis/Boots. This will allow him to use all potential of his abilities. Like I said, I didn't bought him yet, so can't test that furter, maybe you could consider that?
Hey there, I'm glad you enjoyed it! I actually have been toying around in casual with a hybrid build. Thus far it's been something like Sorrowblade/Shatterglass/Clockwork/Boots/Defense/Defense. Which maxes out his weapon perks and gets him around 195 of the 200 for his crystal perk. I haven't had a lot of success with it yet, it's an extremely slow developing build. If feels powerful once you get the ball rolling, but thus far I've not had much success with it yet. I'm sure there's a hybrid build out there, I'm just not sure what recipe will have success for me, and whether that will max out the full potential or just find a really good mid point for the perks.
Thanks for adding the section. The part about economy really helps me in all my builds. Although, I have to say, Shatterglass and Clockwork feel extremely satisfying when manipulating the enemies position. This is by now the biggest advantage I could get with Baron. I feel like some hybrid Lane-Roamer.
Would you first go for Shatterglass plus Clockwork? Or would you first concentrate on Eve of Harvest?
It would be cool if you could describe the order of the build in more detail!
I prioritize in the order they are in the final build. I prioritize Eve of Harvest first. It gives me energy regen, which is vitally important to a CP Baron, plus it gives me an increase in CP, and the lifesteal helps keep you alive. You can't get all of those by building Shatterglass or Clockwork first.
I have added an "Item Progression" section for your request!
You need Broken Myth instead of armor, Baron shoots from far away he shouldn't be taking any damage only dealing it out so you need myth shatter clock frost then aeigis that's how you deal out damage
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I think that Shatterglass is mandatory for Baron. Let's face it, the one thing he is good at is raw power, he needs the more raw CP power item there is.
I feel that with Baron's low health he benefits from the lifesteal more than the Broken Myth stacks.
Finally, with Clockwork I get 30% amplification on CP all the time, as where with Broken Myth I get 35% amp, only after I've fully stacked the item. Plus with how much a CP Baron will probably be spamming his Porcupine Mortar, the extra energy and energy regen is more beneficial.
And yes, you can technically say Crystal Power and Crystal Damage are different, but in the end they really aren't. Since Crystal Damage is based on how much Crystal Power you have, they are essentially the same thing. Then the next argument would be well since it amplifies the damage it turns into true damage because the amplification is applied to what damage you truly do after shields are calculated in.
But if we look closer at that, there is no difference. Example:
If you have a Shatterglass so you are doing 150 CP, vs an Aegis you will actually deal 67 crystal damage. If I take Clockwork and amplify my CP before the damage is done, the 30% amp increases that CP to 195. 195 CP vs Aegis deals 86.667 crystal damage, which will be rounded up to 87.
Now, if I were to apply the amplification after the fact to the actual damage, which is what Broken Myth does. For this example I'm going to keep using 30%. I understand Broken Myth maxes out at 35%, but we aren't comparing items, we are comparing amp applied to CP vs CD. So we take the 67 damage we do to Aegis and amp it by 30% and we get 87.1, which will be rounded to 87. Same damage.
And before anyone says well, the damage amp was still greater so the more you do the bigger that difference will be.
I'm going to use Joule's Big Red Button overdriven with 5 Shatterglass. To my knowledge this is the most crystal damage you can in the game. The ability does 2200 +460% Crystal ratio. Maybe there is an ability I'm overlooking, but that's okay. With that ridiculous build that ability will do a disastrous 5650 damage. (I only did 5 because we need a slot for the item that's going to amp it).
Now. If we amp the CP with Clockwork prior to the Aegis calculation, in the end vs Aegis it does 3264.4444, which rounds to 3264.
If we amp the CD after the Aegis calculation (which is 2511 for those keeping score at home) we get 3264.3, which rounds to 3264.
So while yes technically Crystal Power and Crystal Damage are different, they are essentially the same thing in the final calculations.
However, allow me to demonstrate Aftershock vs Clockwork
I'm going to use my CP build as the example.
Understand the Aftershock perk does 15% of the hero's max health. This is going to work better on characters with higher health, however I can't account for all of that. What I'm going to do for this example is use the average health for lane character. The average health of characters scripted to the lane is 1573 at level 12. Keep in mind most lane characters aren't going to build bonus health items, so it's fair to assume these characters are not going to have buffs. The Aftershock perk will deal 236 damage to your average laner, only once after an ability, and only to one target (I'm fairly positive the perk isn't applied to the splash damage), and only from a basic attack. CP Baron can typically attack with abilities much further away than his basic attack will fire from.
With my CP Baron build you have a total of 205 CP from Eve of Harvest and Shatterglass. Clockwork amplifies this CP damage to 267, which is higher than the occasional 236 from the Aftershock perk. If you swapped Aftershock into my build for Clockwork your total CP is 240, which is still less than the 267. It applies to every time you cast an ability, and it can damage more than one target depending on how many you hit with your abilities.
With Clockwork you get +507 CP from Porcupine Mortar ratio vs 456 if you were to use Aftershock. That means you are losing 49 CP every time you cast Porcupine Mortar. Which is essentially eliminating CP you gain from Eve of Harvest.
With Ion Cannon that turns into 601 vs 540 from the CP ratio.
Now we can look at the cool down. With Clockwork you can cast an overdriven Ion Cannon every 36 seconds instead of every 60. With Aftershock's cool down It takes nearly 10 seconds longer at 45 seconds. At that rate you can choose not to overdrive Ion Cannon and with Clockwork you can still cast it every 45 seconds.
Just some food for thought Aftershock vs Clockwork
So apparently I made a mistake in my previous post. The average laner has a level 12 health of 1488. I'm also going to use 86 as the inherent shield, because besides Saw, every laner has 86 shield.
With that build VS Aegis and inherent shield:
Bangarang will deal 411
Acrobounce will deal 586. This is assuming your first & final bounce are the target laner, since you can't land all 3 bounces on them. A single bounce is 192.
Three-Ring Circus will deal 414 with all three activations landed.
Lmao, same.
Just for sake of theory crafting, I'll bring up one crucial usage of overdriven B ability. My friend, Doom8, pointed out that it gives us a free block. Pretty much now we have two ageis. It doesn't block damage, but all debuff! You can jump out of Ardan's gauntlet if you overdriven it.
I'm not too sure if it is good idea to do that with CP, but I see a huge benefit if we do that with WP builds. We do not use A for damage, but mainly for crowd control. We still have it at max percentage of slow even when we do not overdrive A. So, we still have the full function of crowd control and we, also, benefits more mobility (harder for them to stun or slow us).
I am playing around this theory right now. So far, I find myself survive much longer in any situation such as being ambushed, being in team fights, or 1v1.
Let me know what you think. My IGN is Levite in NA server.
I would say with Bright Bulwark is it really something that important to jump out of? Second I've not personally been put in a position of being in the Bright Bulwark and trying to jump out of it. Theoretically the jump would allow you to jump in, but not out because snare should silence the jump. Bright Bulwark only lasts 2 seconds so in my opinion it's not significant enough to justify the overdrive unless it's your play style.
I've also not been in a situation to jump through Forced Accord. Personally I'm pretty bad at triggering Reflex Block, so it doubtful that I'd be quick enough to tap the ability and then tap a location just to escape it. Perhaps in a fleeing situation a jump that can avoid forced accord may come in handy, again that's a preference thing.
It's absolutely a play style and situational thing. I overdrive the jump on the rare occasion I face an Ardan, but even still I've only ever benefitted from the benefits of it once. Personally since the overdrive doesn't add any extra power or anything I personally prefer the overdrive on the Porcupine Mortar. Yes it's weaker with WP, but it still does 360 +70% ratio. You can fire mortars very quickly so that 360 + 70% can add up, especially in team fights when you can hit multiple targets at the same time. It's also an 80 damage increase from not taking the overdrive per mortar.
Both paths are valid, I just prefer the overdriven Porcupine Mortar with Baron.
I agree about play style. I usually am an aggressive player and I overextend. Your siege build works well with my play style ; however, in higher tier, players usually play really conservative. I have hard time able to being conservative with this build.
The build I shared permits me to be very conservative and, yet, still effective till late game. Late game, I rekt everything so fast. Late game, enemy usually stay together. Once I caught them stacking, most of them lose large amount of hp and would retreat or break out the fight.
I've tested the B ability around many crowd control. No, we cannot jump out of bulwark, but we can jump in or through. Sometimes we want to chase down low enemy, Lyra cannot protect her ally. As for forced accord and many stuns, if timed right, B will either jump out of their range OR block them.
Now it is about timing. Right now I am struggling a bit with timing as well. I think it is very crucial to be able to time things. Most of time I would hit b ability when I know I am in their range... By time they start hitting the ability, I jump out. I think Baron's B ability could teach us timing of the fold.
Thank you for making time to having this discussion. It was very educational for me. As I play in the fold, I recall your guide and discussion. I hope your guide and this discussion are as educational to others as it did to me. Salutations.
Koshka's Ult
Ardan's Ult
Phinn's drag (If you jump right when the claw grabs you, you will be pulled back to Phinn and then super jump to the initial ability placement, very rewarding)
Skye's Ult
Reim's Root
Samuel's Ult
The overdrive is almost like Blackfeather's ult. Such a strong perk. I cannot convince myself to overdrive the A ability in any situation. It is not a reliable source of damage and is only used for the slow and crowd control.
At level 4 you cast - cast - wait 3.5 second - cast - wait 3.5 seconds - cast - wait 3.5 seconds. 4 casts in the course of 10.5 seconds for a total of 1120 total damage output, to possible multiple targets.
At level 5 you cast x2 - wait 2.5 - cast - wait 2.5 - cast - wait 2.5 - cast - wait 2.5. That's 5 casts in the course of 10 seconds for 1800 damage. That's an extra 680 damage in the same time frame, and it only costs an extra 10 energy per cast to take the overdrive.
As opposed to taking the overdrive for the C which only gives you an extra 250 damage and you only go from 75 seconds to 60 seconds on your cooldown. So that means you can cause 900 damage every minute if you overdrive the C. As where if you overdrive the A you can cause 10800 damage in a minute.
I acknowledge that all things are not equal in this scenario. I'm not taking into account Ratios, but the Ratios stay the same no matter what, so it doesn't really effect the outcome for purposes of this example. I'm also not taking into account the course of the game and energy requirements, but I still think that for the purposes of this example the point remains the same.
Also, thank you for the list of the abilities you've dodged I'll add them to the guide soon. Although I don't think the Phinn example is a result of the overdrive, because I've done that without the overdrive.
I think it depends on the build. I go much more offensive items with only one defense. I must stay at the edge of the fight. But if we have more sustain, probably .5 range isn't much different? I am willing to try overdriving A. As for damage and aiming, you are right, A is more reliable.
Again, thanks for playing with the theory. I'll be sure to be back and discuss.
WP Burst
WP Seige
WP Throttle
Thanks
I wonder what do you think about a hybrid build? For example Sorrowblade/Shatterglass/Clockwork/Aftershock/Aegis/Boots. This will allow him to use all potential of his abilities. Like I said, I didn't bought him yet, so can't test that furter, maybe you could consider that?
Thanks for adding the section. The part about economy really helps me in all my builds. Although, I have to say, Shatterglass and Clockwork feel extremely satisfying when manipulating the enemies position. This is by now the biggest advantage I could get with Baron. I feel like some hybrid Lane-Roamer.
Would you first go for Shatterglass plus Clockwork? Or would you first concentrate on Eve of Harvest?
It would be cool if you could describe the order of the build in more detail!
PS: I already gave thumbs up. :-)
I have added an "Item Progression" section for your request!