This is my first guide so please don't criticize too much. I will try to update this as much as I can and do what I can to help so please don't be really negative. Other stuff will be coming soon but I'm pretty busy so I probably won't update this until soon so please be patient! Thanks guys! BTW I noob at coding so don't expect this to be really cool looking. Just a helpful guide
NOTE: Remember! This is just a game so plz don't be too salty/negative in match. We all have our ups and downs and if you lose, it's not going to stay that way unless you stay negative. Also, If you are negative, you won't have synergy with you team and will probably lose the match or cause them to rage quit. So please, stay positive.
[1.22] Ozo got more heal on his A which will help you survive longer, but only if you have the energy to. Can be really helpful but not game changing
ps. so uh, for some reason I can use
Baron's and
Samuel's backrounds.. guess I'll take advantage of that while I can.
[1.20] Ozo is still pretty, strong, just highly underrated and really weak in Lyra's bulwark, ban her if you can. Ozo is good really good at fighting enemy heroes because of his heals, just don't expect it to save your life when you have barely any HP cause although it's good at helping you win a fight, it's just not an OP heal. Good when you have about 1/4 - 1/3 health left but you have to hit a lot of enemies, which makes it undependable some of the time. Also, you will probably be soaking up most of the damage while you laner is bursting them down.
Let's break down Ozo's abilties, shall we?
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Carnie Luck
Ozo receives 10%-30% additional healing, barrier and fortified health from all sources. (This does not affect health regeneration.
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Ozo's heroic perk basically means that he gets bonus healing and barriers and stuff so
Adagio,
Ardan, and
Phinn all go pretty well with Ozo although
Adagio is typically not the best choice. I prefer
Ardan and
Phinn and you'll see why in the next chapter.
Lyra goes really good with him too
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Three-Ring Circus
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 and triggers basic-attack effects. Ozo heals for each enemy damaged by any of these hits, with hero damage granting a greater heal.
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This ability lets
Ozo use it up to 3 times in 5 sec before it goes on cooldown. First, you thrust it forward, which can damage many enemies if they are grouped up together, the second hit shoots you forward through the enemy making it an excellent gap closer, and his final hit makes
Ozo spin his ring in a circle, letting you hit many enemies and gain health from them(all of Ozo's hits from this ability let you get health, but more heal from hero hits and less from minion hits). You can get quite a bit of health from this ability but don't go thinking you can 1v3 then enemy team. Also, sometimes they will just burst you down so you need to know when to use this ability and don't depend on this to heal you up a lot all the time cause every ability has it's moment.
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Acrobounce
Ozo hops onto the head of a nearby target (enemy, ally or creature), slowing it by 60% and damaging it. 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. If Ozo hops at least twice, he’ll get a burst of move speed. Reduced crystal scaling vs. minions.
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This ability lets
Ozo hop on heroes(enemy and ally) and minions. If you hop on and enemy hero/minion, it will slow it tremendously and you may hop again(The second and third hops have a bigger range). This is a great gap closer when you are chasing an enemy hero and it's also a great wave clear. Additionally, you get a speed boost if you hop 2 times, and the final hop does increased damage. BTW I typically get the 5th point of this ability instead of the third on my ult, but it depends on the match so feel free to get your third point on your ult if it really matters. Also, you can get you second point on your ult whenever you want, I usually get it either at lvl 9, or lvl 12
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Bangarang
Ozo charges up before tumbling to a targeted enemy hero. If he reaches the target within 1 second, he deals damage, stuns for 0.5 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.
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So basically with this ability you choose a target and you will roll really fast to the target and knock him behind you. This is great if you want to chase down a fleeing enemy but beware! You can easily get stunned by a Catherine from the side while rolling or charging but it produces incredible effects if you manage to hit multiple enemies. It is also good for stunning someone out of their ult if it takes a while to charge up, like a
Skaarf or an
Adagio ult. Your ult also knocks enemies aside if they are in your way which is pretty cool. (BTW your ult travels farther than it seems. Try him out in bot mode if you don't believe me.)
As the title suggests, we will be talking about the most ideal comp and how to utilize him with the allies you will get.
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Lyra is a great roam, she heals you and gives you move speed. Make sure she doesn't waste this on offense because this can save your life since you get 30% additional healing at lvl 12. Also, her bulwark is OP if used correctly but she's super squishy so watch out for that. Great combos:
Three-Ring Circus +
Imperial Sigil for massive heals,
Bangarang +
Bright Bulwark + Lyra's AA so you can easily get to them
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Vox just does a ton of damage with his
Pulse and you can knock them back into Vox's range so he can still do damage with his bounces. His
Pulse also slows them a bit Combos:
Acrobounce +
Sonic Zoom You two will do tons of damage to their entire team. BTW Vox obviously needs to apply resonance to their entire team first
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Phinn can give everyone fortified health, making it harder to kill you, and he can also stun/slow the enemy team! His ult will also pull them back, allowing you to hit all of them with your ult. Overall,
Phinn is a great roamer. Combos:
Forced Accord +
Bangarang +
Quibble +
Acrobounce Phinn pulls them in, You ult carry but you will hit all of them since phinn will stun them with his
Quibble and then you bounce on them to do more damage,
Polite Company +
Acrobounce +
Three-Ring Circus Phinn gives you some fortified health and pulls them in a little so you can hit them with your bounce and then use your A to kill them with your laner NOTE!! DON'T DO THIS BY YOURSELF! YOU WILL BE BURSTED DOWN. ALWAYS STICK WITH YOUR ALLIES
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Ardan's abilities are great, but will also be shut down if he gets caught in
Lyra's bulwark. Best to Ban her. Combos:
Acrobounce +
Vanguard + [Three-Ring Circus]] Ardan's
Vanguard gives you a barrier and a brief burst of speed. This will allow you to catch up to the enemy team/run away from them.
Vanguard also does a bit of AOE damage and slows the enemy team if they are hit. This is great when you are using
Acrobounce so you don't die and allows ardan to immediatly get in the battle and atlas them. his
Vanguard will also slow them.
Gauntlet +
Acrobounce +
Three-Ring Circus +
Vanguard Ardan will guantlet them and you will bounce on them, dealing massive AOE damage as they will probably either be stunned by the wall, or grouped tightly together. This is also a great oppurtunity for Vox to use his
Pulse and
Sonic Zoom. Ardan's
Vanguard will make sure you don't die and you guys can easily atlas them. NOTE: It is best if ardan can seperate them so the melee hero(es) is/are outside the guantlet so they can't hit you guys but this can be tricky so it's ok if the Ardan can't do it
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Crystal
Ozo heavily relies on his
Acrobounce to do damage and
Three-Ring Circus to heal back the damage taken while bouncing. One mistake I see new
Ozo players make is that they engage too early and bounce way too much and just get bursted down by the carry. Always let your roam go in first and tank the damage while you go in second. Sometimes you will only get to bounce twice before you need to heal up and that's ok! Some people feel like you need to use all of their bounces to do more damage but end up dying. You will do more damage in the long run if you stay alive. If you die though, that's ok, as long as they aren't focusing your carry. If they do focus the carry though, use your ult to try and get them away from him/her. Remember! work as a team! You can't win without your teammates!
Rest coming soon!
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