Introduction Top
Hi, I'm Magnus0.
I'm a long time Vainlory player, and I have recently picked up Ozo because he got buffed quite a bit in 1.17. I feel like Ozo is the most underrated hero in the game right now, so I decided to make a guide for him so that more people will know about his potential. Ozo is extremely versatile, and he has a complex kit with lots of good stuff. I honestly wouldn't be surprised if Ozo becomes the go-to jungler at the end of this patch, right next to Glaive. BUT, Ozo can also lane effectively. He has AoE abilities, healing to sustain in lane, and the best gap closer in the game wich can lead to some surprise kills on he enemy laner. That's why I made this lane Ozo guide.
Stats & abilities Top
Attack Type: Melee
Position: Jungle (altough Ozo is officilly a jungler, he can lane just fine)
Role: Warrior
Hit Points (HP): 780 (+95)
HP Regen: 4.01 (+0.31)
Energy Points (EP): 350 (+27)
EP Regen: 2.30 (+0.37)
Weapon Damage: 80 (+7)
Attack Speed: 1 (+0.033)
Armor: 20 (+6)
Shield: 20 (+6)
Attack Range: 1.7
Move Speed: 3.3
Carnie Luck
Slot: Heroic Perk
Ozo receives 10%-30% additional healing, barrier and fortified health from all sources. (This does not affect health regeneration.)
Three-Ring Circus
Slot: A
Ozo performs a three-hit combo with his ring. Each part of the combo is a separate tap within a 5-second window.
First hit: Ozo thrusts his ring forward, damaging the target and other enemies in front of him.
Second hit: Ozo dashes through his target and deals damage.
Final hit: Ozo spins, damaging all nearby enemies.
Each hit deals weapon damage, can crit and triggers basic-attack effects. Ozo heals for each enemy damaged by any of these hits (30% against non-heroes).
Acrobounce
Slot: B
Ozo hops onto the head of a nearby target (enemy, ally or creature), slowing it by 60% and damaging it (no negative effects to allies). While Ozo is airborne, quickly tap a nearby target to bounce off one head to the other. Three hops maximum. The final hop deals increased damage plus a bonus per prior bounce. If Ozo hops at least twice, he’ll get a burst of move speed. Reduced crystal scaling vs. minions.
Bangarang
Slot: C
Ozo charges up before tumbling to a targeted enemy hero. If he reaches the target within 1 second, he deals damage, stuns for 0.8 seconds and flips the target over his ring to behind him. While tumbling, Ozo will knock aside and deal reduced damage to all other enemies in his path.
why consider playing Ozo? [pros & cons] Top
Pros:
- high base stats. scales well throughout the whole game.
- complex kit. Three basic attack resets, AoE abilities, best gap closer in the game, long range
Afterburn.
- Extremely versatile. Can go weapon and crystal equally well, in both the lane and the jungle.
- Tanky, consistanly high damage and mobility. Both burst and sustained damage. Little energy problems.
- By far the most fun and rewarding hero to play once you get the hang of him.
- Ozo's very presence should scare squishies.
- largely uneffected by
Atlas Pauldron
Cons:
- high skill cap. requires lots of taps, practice and dedication to get good with.
- Often overshadowed by the king of the meta,
Glaive, when not played with heroes like
Adagio, or
Ardan.
- can be bullied out of the lane by some heroes, and
Ozo has no reliable escape to prevent ganks.
-
Bangarang is rather easy to
Reflex Block.
- not good at turtling. Needs to always be ahead in items.
Items & abilities applications Top
Carnie Luck
This is an interesting perk that is quite useful. The main reason why
Ozo usually builds so lifesteal heavy is because of his perk which increases healing. Combine
Ozo with heroes that have healing or barrier abilities like
Adagio,
Petal and
Ardan.
Three-Ring Circus
TRC is a very versatile ability. It deals damage to multiple targets, resets basic attacks, heals
Ozo, applies things like
Aftershock, helps with farming and it's a semi gap closer. On the crystal build, you should always time your combo correctly so that you can proc
Aftershock with every part of the ability. On the weapon build, you usually want to do the whole combo quickly to burst the enemy down. Here's a small list of things that you should keep in mind when using TRC:
- every part of the combo applies basic attack effects and can crit. Abuse with items like
Aftershock,
Shiversteel and Tyrant Monocle
- every part of the combo resets basic attacks, so ALWAYS do a basic attack before you use TRC.
- the first hit has slightly more range than a basic attack. Useful when laning.
- the second hit dash is almost instant. Use this to dodge skillshots or to when playing hard to get.
- the first and last hits do damage in an AoE. Hitting multiple enemies with it is important to maximize damage and healing.
- don't mindlessly spam this ability in lane, you'll run out of energy if you do that.
Acrobounce
Acrobounce is again, a versatile ability. It deals AoE damage, slows enemies, closes the gap, helps with farming, gives a speed burst, and allows for silly escapes with good vision and a well-aware team. Acrobounce is the main damage dealer on the crystal build, but more of a utility ability on the weapon build (you can skip an ability point on level 5 so you can upgrade both TRC and Bangarang on level 6 for a nice powerspike). Always initiate with
Acrobounce to get right into the enemy's faces to start of your combo's. Keep these things in mind:
- You don't have to use three hops every time. Sometimes it's better to use two, or even only one hop to finish the ability quicker.
- If you perform at least two hops,
Ozo will get a speed boost. Use that to run a little ahead of the enemy to stick to them better.
- Try to jump on opponents that are at the edge of the ability range. AB has a set speed for each hop, so you move more quickly when traveling longer distances. This makes skillshot heroes cry.
- in a 2 vs 2 fight, use the first hop on the most important target, the second hop on a less important target or an ally (or minion, kraken or miner) and then jump back to the most important target.
- Don't use this ability on an enemy that's right next to you; you'll move slowly and you'll be vulnerable for a long time. On the weapon build, using some basic attacks deals more damage anyway.
- Be creative! Use the environment to your advantage. You can jump at jungle creeps over walls if you place a scout trap there.
Bangarang
Bangarang is less versatile than Ozo's other abilities, quite situational actually. It is a very scary ability though, able to punish enemies that are out of position severely. It's basically a long ranged
Afterburn, so squishies will have to be ready to reflex block it, or to run for there lives while screaming in fear. It deals a lot of damage on the crystal build.
- Try to use this ability to clean up rather than to initiate. If you use it at the end of a teamfight, the enemy will likely have already used
Reflex Block.
-
Bangarang will end if an enemy
Taka or
Kestrel use their stealth ability, so always have vision against those heroes.
- you can choose to not get third point in Banagarang so that you can overdrive the other two abilities.
The main build for weapon
Ozo is usually:
Serpent Mask, 2x Tyrant Monocle, Fountain of Renwal, defense and boots, buuuut because the enemy will likely build some armor, one Tyrant Monocle (or sometimes the second defense item) is replaced with
Bonesaw. If the the enemy only buys
Atlas Pauldron, you might actually not need it though since TRC allows you to attack quickly anyway. If the enemy doesn't build lots of armor, and you really can't play without an attack speed item,
Breaking Point is a good option.
Serpents Mask is kind of a no-brainer because of
Carnie Luck. Tyrant Monocle is good because TRC attacks can crit, thus increasing both damage and lifesteal significantly.
Bonesaw is also a now brainer against enemies that build
Metal Jacket against you.
Breaking Point is another attack speed item that increases damage the longer you are fighting, and with
Ozo's natural sustain, it works great for him.
Fountain of Renewal is another no-brainer, because it's active heals
Ozo for a significant amount. Defense and boots are obvious.
The main build for crystal is usually:
Aftershock,
Eve of Harvest,
Broken Myth,
Fountain of Renewal, defense and boots. You can switch the order around a bit, but you should always get Fountain rather early.
Shatterglass and
Frostburn are good options too for some raw crystal power and utility respectively.
Aftershock works great with TRC, because you can proc it very often if you time your abilities right.
Eve of Harvest and
Fountain of Renewal are no-brainers because of the perk. These two items combined make
Ozo tanky af.
Broken Myth is almost mandatory on any crystal build, because of the cheer power it provides. Defense and boots are obvious.
Good teammates Top
Ozo has an interesting perk that increases healing and defense buffs by 30%. It´s a really strong perk, but it only works whith certain heroes that have healing and barrier abilities, of course. Here is a list of the characters that work really well with
Ozo.
First up is
Adagio. He obviously works really well with
Ozo because he has a healing ability.
Gift of Fire makes
Ozo VERY hard to kill.
Ozo can also peel for
Adagio, which is great because
Adagio doesn't have a reliable escape. Both heroes can lane and jungle, so you can swap their position depending on the enemy comp.
Petal is a less obvious choice, but it makes sense when you think about it. Spontanious combustion can heal
Ozo almost fully, esentially giving him
Alpha's infinite reboot perk.
Ozo can also use the munions as bounce pads which can lead to some creative chases or escapes. If
Petal is your ally, you should invade early and go for an early snowball. Really underrated and underused combination.
Ardan is arguably the best support for
Ozo because his
Vanguard barrier makes him almost indestructable for the duratation while giving him yet another gap closer in the form of a speed boost.
Ozo also really likes fighting inside a
Gauntlet since he has all the sustain to survive while dishing out major AoE damage.
Bangarang into a
Gauntlet is also a brutal combo that leaves the target vulnerable for a long time.
Phinn is good with
Ozo, but only if the two know how to work together. The barrier effect of
Polite Company is really strong on
Ozo because of his perk, and the the AoE stun is obviously really good as well, although it's not particularly effective
because of
Ozo. In soloQ though, you will often see
Ozo rushing in with
Acrobounce while
Phinn lags behind because he is slow as dirt. This isn't very effective because
Ozo will get bursted down before Phinn is there to help with active items or his abilities.
Fortress is just generally good and a solid pick for a roamer. His A ability grants lifesteal, which
Ozo can make use of with his perk.
Attack of the Pack is also really great for
Ozo because it creates chaos, which makes blocking
Bangarang harder, and it gives
Ozo three more bounce pads that move really fast, so you can go for super aggresive initiations.
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