Over the duration of 3 months, the family has been released and they're wrath has been unravelled. This guide will teach you about the character individually, and how they work in conjunction with one another to form a deadly alliance. I RjSingh, am a POA player from EU and over the course of this guide I will explain how to use each charcter individually, in conjunction with one another, general stratergy, builds and threats.
NOTE: THIS GUIDE IS A WORK IN PROGRESS SO IT ISN'T READY YET, BUT IS BEING UPDATED DAILY SO KEEP YOUR EYE ON IT AND PLEASE LEAVE A UPVOTE ANYWAY AS IT REALLY KEEPS ME MOTIVATED TO DO THIS GUIDE FOR YOU.
Ardan is the first in the trio, He is the tank - your job is to keep your teamates alive with Vanguard, deal out mediocore damage with Aftershock and Blood for Blood, seperate or force a fight with Gauntlet. Now you can go for a warrior kinda of build by maxing his B ability and going items like tyrants, breaking point and aftershock, but we're focusing on the tank ardan.
At level 1, if you expect a invade you want to buy a Oakheart as he has the average shield and extra armor so Light Shield or Light Armor is not needed. You want to get vanguard first, it helps you to get in preperation of a 3 man invade faster, block out some damage from scout traps if they do, and also help farming
as well so thats a point worth putting in. If you are highly aware that they won't invade then an ironguard is the better call. I would reccomend a invade if you have a strong level 1 team, but if you're with and , or a generally weak level 1 team don't. A neat trick is by the time you get down to the jungle shop, you have enough to buy a extra scout trap for vision. As a tank vision important for you to know where you're enemies are and so that you don't get ambushed especially in late game. I advise watching this video for a idea where to put them, and I would also recommend a few flares.
So, there isn't really anything special about his base stats, so lets quickly dive into his abilities.
Whenever Ardan takes damage, he heals for 0.8% of his missing health, but no more than 75% of the damage taken.
Instead of energy, Ardan uses a yellow meter called Vengeance. Vengeance builds over time and can also be gained with basic attacks, critical strikes and abilities.
Because Ardan doesn't need regular energy, 5% of bonus energy and 50% of bonus energy recharge are converted to crystal power.
So, this health regeneration may seem very insignificant in-game but it is very useful when against small ticks of damage, so things like cath's shield petal's munions won't hurt too much. This healing is based on 1% of his health and because you build so much health it's highly effective though it can't exceed 75% of the damage so little damage will still be done. Vengance is a new unique feature which is gained over time, from basic atacks, crits or abilities. I only get a swift shooter early game as you won't have that fast of a clear with your partner (unless it's koskha) so it helps with that and vengance. But other than that you job is the tank so I sell it off, unless your ahead you can focus on DPS. The energy bonus is really insignificant like energy reduction gives you 1 crystal power! But I still get clockwork mainly for the faster cooldown. Next!
Ardan dashes to protect an ally, granting them a 2s barrier and a burst of move speed. This also slows and damages nearby enemies.
Overdrive: At max rank, Vanguard grants 50% Vengeance when cast on an ally.
Using this ability on himself results in only half the barrier, speed boost and no Vengeance gain.
Barrier scales up with 35% of Ardan's bonus health.
Any time this ally takes damage, Ardan gains Vengeance.
This gives 50% of your bonus health from items, to create a 2.5 second barrier, a slow, a speed boost, and a shockwave of damage also granting vengance. This has so much utility for 1 ability, so I upgrade this first as it can also do as much damage as blood for 1 at lvl 1 also giving some AOE damage as well. This is your bread and butter for repositioning and asorbing damage for yourself or allies which is ardan's role as a tank. You can use this over walls like glaive's Afterburn, and then follow it up with a Aftershock proc as well as using Shiversteel to slow the target allowing my carry to reposition, maybe throw down the gauntlet, kite hard and deal out some damage. I never use this as a aggressive slow to the enemy when there's still some teamates left of his as it's a real waste of the health barrier and it can lead you to a potential trap, especially if they have a Ardan. Instead just use a Shiversteel to hold him for your teamates to kill and potentially pick up a kill. Never use your Vanguard for the slow, the health barrier, thats shiversteels job. But use it to slow and kill that final enemy for the ace ofc. In teamfights, use it only when a burst or high amount of damage is incoming. When there is a enemy Krul, let your teamate burst him, Vanguard your teamate once he has a large amount of stacks, then he runs away to take them off and rinse and repeat till he dies, and if he does manage to unleash his stacks the health barrier will protect your teamate anyway. As I said this provides so much utlity I like to get a lot of CDA (cooldown acceleration) to give that barrier to my teamates as much as possible. But if you're far ahead go for more damage.
Because the barrier only lasts 2.5 seconds it's no point having more health then the enemy can take out, so I prefer going more Fountain of Renewal as the new meta is basically whoever has the most fountains wins!
Overdrive: At max rank, Blood for Blood deals an additional 15% damage.
Blood for Blood can only be activated when Ardan has 100% Vengeance and will consume all of it.
Blood for Blood triggers basic-attack effects.
As previously mentioned, were building ardan the tank way so this isn't really his first prority unless your going into a warrior type build. If you're behind DO NOT OVERDRIVE THIS OR GET Aftershock the reasoning behind this is that, the only way maxing Blood for Blood as a tank couldn't be viable without aftershock because of it's lack of damage and why not build aftershock when we're behind? Because simply you won't have enough gold to as if you're behind you need to feed your carry, and if you're behind you're not keeping your carry alive. So you need to invest into a Fountain of Renewal or Crucible instead of that aftershock. When you are ahead overdriving Blood for Blood and buying Aftershock synergies so well because taking the overdrive gives a extra 25% CP bonus gives it a extra nudge. The only reason I would instead overdrive his Gauntlet and still get Aftershock is if I'm getting more benefit from forcing 3v2's, The repositioning from it in teamfights, or chasing down the enemy. Breaking Point also synergises with it as a tank or warrior role. People aren't focusing you so you can get more stacks easily and since every basic attack gets vengance faster means you'll be using Blood for Blood more often and once you get stacks.... With the 25% WP bonus.... You'll be OP. Unlike aftershock I buy this maybe if I'm ahead or not, if teamfights last long and your the last one standing and can't dish out enough damage. I would obnviously build it out of that swift shooter we had earlier on.
Ardan leaps to the target location and projects a perimeter around him. Enemy heroes who touch or cross the perimeter are stunned and take crystal damage.
If Ardan leaves the perimeter, it is immediately destroyed.
Ardan instantly gains full Vengeance upon using this ability.
Gauntlet is a very very team changing ability. If you hit it right next to them you can cancel their ability maybe even their ult, force 1v3, 2v3, stun them whilst they are walking, or potentially render them useless because they don't have the range to shoot your carries. 4 things this can do, all are devastating, you just need to put it in the right place. It's kinda hard to remember the range at first but it will become like muscle memory. Try to keep your teamates outside if the enemies are all inside and vice versa. Vanguard comes a bit tricky at this point but when you know the gauntlet isn't useful anymore vanguard outside of it, but if your teamates are taking huge amounts of damage then vanguard and drop the Gauntlet. But other than that vanguard on the inside or just take aggro so your teamates can hit hard from behind. Though I can say it may be hard to hit for your teamates which have a range of 4.5 like
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