Packmates - Heroic Perk, passive.
Flavor text: When Fortress is near an allied hero, he will move faster after 1 second. He will maintain this move-speed bonus so long as he's alongside any allied hero.
Use/s: This ability is key to your survivability and killing potential. While it is activate you should be able to dodge any targeted abilities and kite out of damage. While it is activated you will always be faster than the enemy champions, using it to chase and poke is amazing. BONUS: It is absolutely adorable with his Reindeer skin, bounce, bounce, bounce!!!
Truth of the Tooth - Slot A, ability.
Flavor Text: Fortress marks the target enemy as prey and his next basic attack becomes a short-range lunge. Fortress and allied heroes gain lifesteal when attacking marked targets and gain move speed when moving toward them.
Upgrade: 3/5/10/11 or 2/5/10/11
DETAILS:
Damage: 60/120/180/240/360
(+1.1 Crystal)
Speed Boost: 1.7/1.8/1.9/2/2.5
Duration: 2/2/2/2/3
Lifesteal: 10%/12%/14%/16%/20%
Use/s: This ability is key to successfully playing
Fortress as a WP jng carry. Early game it will allow you to win 1v1's and 2v2's. In teamfights you should use it to either reposition mid fight or engage the enemy's ranged carry, likely the laner. Since
Packmates will allow you to kite for days you just need to save
Truth of the Tooth for engaging or re-engaging. Also the speed boost will allow you to stick to a target as they try to kite away. The liftsteel on this ability also makes it so you do not have to build a
Serpent Mask. If you activate an
Atlas Pauldron just before making the leap with
Truth of the Tooth it will proc right as you engage, this can be helpful against ringo/saw/krul/blackfeather.
Example: You invade the enemy ardan/krul after you both finished your first clear and buy. You engage krul using
Packmates and eat on his rotting flesh until he reaches critical stacks on his smite. You then kite away from him using
Packmates once again. Your roam continues to auto him while you kite away until the stacks drop off. You then re-engage krul with
Truth of the Tooth and get firstblood.
Law of the Claw - Slot B, ability.
Flavor Text: Fortress claws his target for crystal damage and causes it to bleed. Bleeding targets take 25 +15% of crystal power as damage every second. Attacks from Fortress and his allies increase bleeding by one stack. Upon reaching 6 stacks, the target is dealt a burst of damage based on its max health and receives a mortal wound (-33% healing).
Overdrive: Upon reaching 6 stacks, the target is slowed by 30%.
Upgrade: 1/2/4/7/8 or 1/3/4/7/8
DETAILS:
Damage: 90/140/190/240/340
(+0.7 Crystal)
Percent Max Health: 12%/13%/14%/15%/20%
(+0.06 Crystal)
Use/s: The
crystal damage from this ability alone turns you from a
pure wp carry to a
hybrid carry. As soon as you engage an enemy apply this ability to your desired kill. You will apply an immediate burst of dmg and your subsequent auto attacks will eventually set off the max health dmg at 6 stacks. Also if at any point during the fight you have to kite away using
Packmates the bleed on this ability will still be applying
crystal dmg. The true power of this ability sets in when you
overdrive it, the 30% slow will prevent any desired kill from escaping while you eat them alive. Not to mention you will chunk them 20% of their health! Building a
Shiversteel allows you to slow 40% either before or after the 30% slow from this abilty wears off, talk about synergy!
Attack of the Pack - Slot C, activated passive.
Flavor Text: Fortress howls, gaining increased health and attack speed and calls to him a pack of wolves. Each pack wolf seeks out a different enemy hero. These wolves apply bleeding with their basic attacks. It takes three separate attacks to kill a pack wolf.
Upgrade: 6/9/12
DETAILS:
Duration: 15/15/15
Attack Speed: 30%/50%/70%
Bonus Health: 250/550/850
Wolf Attack Damage: 20/40/60
Use/s: Activate this ability as soon as your team engages or the enemy team commits to a teamfight. The pups will immediately each seek out a different target and attack them. First thing this does is remove their passive speed boost from boots for being out of combat, they will also apply the same slow that
Law of the Claw would if allowed 6 auto attacks on a target. Not to mention 60 dmg is nothing to laugh at, it adds up quickly. But the real power in this ability for you is the
70% attack speed, your WP build will now literally melt health bars. You also gain
850 health just before entering a fight, letting you survive longer or come out of the fight alive.
I hope this overview of Fortress's abilities was helpful for you.
Early Game - Minutes 1-8
Starting Items:
Weapon Blade and 2
Halcyon Potions, unless against a taka then 1
Halcyon Potion and 1
Flare Gun.
First Buy:
Swift Shooter and 3-5
Scout Traps. If you bought after a second clear add:
Heavy Steel,
Minion's Foot.
First T2s: In order:
Heavy Steel,
Blazing Salvo,
Six Sins.
Middle Game - Minutes 8-15
Assumption: At this point you have
Heavy Steel
Blazing Salvo
Six Sins
Minion's Foot and maybe
Sprint Boots. You can hold off on boots for early game because of your passive
Packmates.
First T3: Your priority now is to finish your first T3
Sorrowblade, you are going to follow this up with
Lucky Strike and
Travel Boots.
End of Mid-game: Around now you will start to build towards a "pick 2" item. Probably a
Oakheart,
Light Shield/
Kinetic Shield since a
Aegis is almost always applicable to a game's match-ups. Just before mid game ends you will either buy an early
Weapon Infusion or build your second T3
Tornado Trigger.
At any applicable point mid-game where you have 300 extra gold buy either
Sprint Boots or
Oakheart to use towards a
Aegis or
Shiversteel.
Late Game - Minutes 15+
Immediate Goals: Finish your T3
Tornado Trigger asap! You should at this point be thinking about what is required to win this match-up. So you will start building towards your first "pick 2" T3. Most likely this will be an
Aegis or
Atlas Pauldron.
Third and Fourth T3: Get your first "pick 2" finished, again either an
Aegis or
Atlas Pauldron will most likely be your third T3. Your fourth T4 is going to be
Tyrant's Monocle, you may only have one spot to build towards it if your alrdy building towards your second 'pick 2" item. If that's the case build a
Lucky Strike not a
Six Sins.
Speed is Key: You will now make your
Travel Boots into
Journey Boots.
Last T3? Your last T3 if going to be your second choice from the 'pick 2" items. This item is highly situational to the enemy team's composition. But a I will share a couple notes on each of the "pick 2" items:
Aegis: If you a face any team with 2 stuns you NEED to build this. A must have against
Ardan and
Koshka.
Atlas Pauldron: Obviously build to counter an enemy carry who has a high attack speed. Examples:
Ringo,
SAW,
Krul, maybe
Joule, maybe
Glaive, maybe
Blackfeather.
Shiversteel: This a majority of the time should be your second "pick 2" item. Being WP means that being able to stick onto an enemy is crucial. A MUST build against
Vox,
Petal, most likely
Ringo, maybe
Koshka.
Bonesaw: If both the enemy team's carries build either a
Metal Jacket/s or
Atlas Pauldron/s then this is the perfect choice. This can be a very good item to build against an aggressive
Joule.
Metal Jacket: Only time I would build this over an
Atlas Pauldron is against a
Joule,
burst WP
Glaive, or
WP
Taka. If the enemy team is dumb and has two WP carries then build both
Metal Jacket and
Atlas Pauldron.
In this section I will go over each match up and how to play against them. This is
WIP and I'll be taking my time on it.
The Synergy sections are dedicated to my guild
[SYNG] Team Synergy. For their support and enabling me to break into the gaming industry as a writer.
Adagio
Synergy: 7/10
Adagio is obviously a good choice for your roam. His slot A
Gift of Fire, will heal you when you dive, and when followed up by his slot B
Agent of Wrath, you will deal even more
dmg, hybrid dmg! When you are starting to get burst down after engaging kite back towards Adagio, when they are on top of both of you adagio should start channeling his slot C
Verse of Judgement. The reason he is rated a 7 instead of an 8 is his tendency to KS a fleeing target and he can be caught out of position causing him to waste his
Verse of Judgement. If you have a good
Adagio player behind the character synergy can easily rise to 8 or 9.
Threat: 3/10 All you have to avoid is getting slowed by his self cast
Gift of Fire or getting stunned by his
Verse of Judgement while burning. Remember your kiting and peeling prowess is key to your success! More often than not you should target whatever one of his allies he gives
Agent of Wrath to, as they will be doing increased dmg.
Ardan
Synergy: 10/10 His slot A
Vanguard will make you move faster and give you some fortified health, increasing your survivability two fold. First because of the health and second because your kiting ability is your #1 asset. His slot B
Blood for Blood allows him to reposition closer to you when you dive, keeping your
Packmates buff active, once again keeping your kiting ability intact. His slot C
Gauntlet is amazing! It will lock your desired target inside his walls allowing you to chew on their face to your heart's content. If you ever find yourself under threat of dying you can quickly/easily kite through one of his walls and re-engage with
Truth of the Tooth when prudent.
Threat: 8/10
Ardan on the enemy team is often a huge hassle for you. He alone will decide what your "pick 2" items will be, an
Aegis to counter his
Gauntlet walls and a
Shiversteel to prevent his
Vanguard from letting someone kite away.
Ardan makes it very hard for you to get to and stick on the enemy team's carries, so if you can't get on them just kite whatever skills shot are tossed at you and kill
Ardan instead.
Blackfeather
Synergy: 9/10 His slot A
Feint of Heart increases your movement speed even more. And when it is
overdrived you can not be slowed!
Blackfeather's slot B
On Point gives himself a shield, which really doesn't help you. But what does is that it slows targets affected by
Heartthrob allowing you to kite or chase even easier! For those two reasons I have had incredible success with
Utility/
WP Roam
Blackfeathers. Finally his slot C
Rose Offensive makes you the perfect dive team, the synergy is unreal.
Threat: 1/10
Blackfeather will at no point in the game be able to match your
DPS with this build. Just save your
Truth of the Tooth for when he uses
Rose Offensive to flee.
Catherine
Synergy: 8/10
Merciless Pursuit makes it easy to just cruise right up to the enemy team with
Packmates because she obviously is going towards them to stun.
Catherine's stun on
Merciless Pursuit makes it fairly easy for you to chow on whomever she stuns as they can't run away while frozen. She can also use
Merciless Pursuit to peel the carry you aren't focusing off of you. Her slot B
Stormguard has no real synergies, it keeps her alive longer. Slot C
Blast Tremor silences whoever is caught in the cone, if she manages to land it on the whole enemy team then bravo! Your
Attack of the Pack should be activated before she uses
Blast Tremor because it will leave them all sitting ducks, slowed from your pups and silenced by her ult!
Threat: 7/10
Merciless Pursuit is so annoying! If she is a smart Cathrine she will use it to peel you off her teammates. Depending on the enemy team's composision it may be smart to
Aegis her
Merciless Pursuit. Do not attack a
Catherine with her
Stormguard shield up, you could kill your whole team from the reflected damage! There are generally two situation after you have been silenced by
Blast Tremor. A: You all ready used all your skills, in which case continue pursuing your target. B: You have not gotten off your skills, in particular
Law of the Claw, so more often than not it is prudent to kite away until the silence ends and then re-engage.
Celeste
Synergy: 6/10
Celeste does a ton of dmg, which is always helpful... Right? Just off the top I want to say that with
Celeste you should not overextend in a teamfight, she has trouble keeping up. Her slot A
Heliogenesis has some indirect synergies. A
Heliogenesis star down will almost always cause the enemy team to avoid the area near it, making a safe haven for you to peel into. If your smart you will kite into her stars while fighting the enemy team. Slot B
Core Collapse is a circular AOE (area of effect) stun, it's always easy to eat a stunned character. If your in jeopardy during a teamfight you can always kite towards
Celeste and she will almost always save you with a clutch
Core Collapse. When ganking a lane where the enemy laner is playing very safely cast
Truth of the Tooth on them so
Celeste can hurry forward and land
Core Collapse successfully. Slot C
Solar Storm does enough damage to delete a mod from the game. If your ever low on health and being chased kite towards
Celeste, if they follow she can easily land
Solar Storm. A
Celeste on your team can actually be detrimental and make your job harder. The enemy team might play super skittish and kite all day long, never allowing you to get and stick on a target. If this is the case there are two options: 1-
Celeste needs to get more Gung Ho and rush in when you use
Truth of the Tooth. 2- Play passive and kill anyone who tries to get near her.
Threat: 4/10 Your number one priority when targeting/playing against a
Celeste is to dodge/
Aegis her
Core Collapse. Otherwise you should be able to easily kite/dodge both her
Heliogenesis and
Solar Storm. Just build
Aegis and your golden.
Fortress
Synergy: 0/10 How many candy canes could a reindeer eat if a reindeer could eat candy canes?
Btw did I mention that
Fortress's reindeer skin shoots candy cane blood out of his mouth whenever he bites something... and oh my when he crits it's divine imagery!
Threat: 1/10 I've never had to play against my own build/guide or a good
WP
Fortress, that would probably raise the threat level. It's pretty simple match-up otherwise. Just save your
Truth of the Tooth for when they start to flee. A
CP
Fortress on the other team can be tricky. If you are skilled enough build an
Aegis and block their
Law of the Claw, otherwise a
Fountain of Renewal on your roam will let you outlast their burst. A
CP
Fortress snowballs off a good early game, don't give them that, protect your laner.
Glaive
Synergy: 6/10
Glaive can be played either in lane or as a roam while you are
WP Fortress. If it is a lane glaive you better hope they know how to play the off meta
CP build, because full
WP compositions are easy to build against. The only way having a glaive and fortress both building
WP would work is with a
CP roam
Adagio.
Glaive's passive
Hunt the Weak makes ever crit deal damage in an aoe cone in front of him, it doesn't help you directly. The most synergy comes from his slot A
Afterburn because of the CC it offers. When a target starts to flee and your rapidly chewing of their behind
Glaive makes absolutely sure that they do not escape by knocking them back towards you more, or stunning them against a wall. His slots B
Twisted Stroke and C
Bloodsong are just pure damage dealing abilities. They help secure a kill because of how much burst you and a roam
Glaive will accomplish together.
Threat: 9/10
Glaive's damage will be better than yours early and maybe even mid game. You are going to want to avoid him until you get some items under your belt and a
Reflex Block to avoid the knock back/stun from
Afterburn. Save your
Truth of the Tooth to re-engage or avoid
Glaive after he has knocked. Also do not forget about the lifesteal
Truth of the Tooth gives you, it can be make or break in a teamfight! The burst he has from both
Twisted Stroke and
Bloodsong will mess you up. Try to bait the abilities out and then kite away hard. Another reason
Glaive is a hard counter to you is that
Hunt the Weak will delete your pups from
Attack of the Pack.
Joule
Synergy: 7/10 Joule does dmg, lots of it! We are going to talk about Joule as if she is our
CP lanner because I've seldom seen a roam
Joule work. Her slot A
Rocket Leap is her only cc and locks down a target with a burst of
CP dmg. You can follow up on whomever she stuns, recommended if its their primary carry. Or you can instead target whomever is targeting her, giving her breathing room and the ability to focus down the target she just stunned without interruption.
Thunder Strike her slot B is an ability that can be landed from a distance to assist killing whomever your pursuing. Her ult, slot C
Big Red Button does two things. First and foremost it deals massive amounts of
CP dmg, but the synergy comes from how it will cause the enemy team to move out or away from it. Your pups from
Attack of the Pack will keep them in big red button longer, another reason to make sure you have it up. The reason
Joule is not higher is because of her slow movement speed, she can have trouble keeping up in a chase fight.
Threat: 6/10
Joule wins early game with her
Thunder Strike damage and her passive
Heavy Plating will negate a lot of your early damage. That is why Joule is one of the only champions I recommend building
Bonesaw against. You scale better into late game than joule though a
WP joule can still be trouble. MAKE SURE YOU DODGE OR REFLEX BLOX
Rocket Leap! If you don't avoid it you will most likely need to kite away once out of the stun, if you do dodge
Rocket Leap engage her and eat the fleshy body off the robotic legs. Dodge
Thunder Strike as well as you can, that is easier said than done. You should be able to easily kite out of
Big Red Button, when she casts this immediately
Truth of the Tooth to her and start clawing her backside.
Kestrel
Synergy: 3/10
Kestrel is slow but deals a ton of damage. She can build
CP or
hybrid which always helps when your
WP. She will have trouble staying involved in extended team fights. Her slot A
Glimmershot should be able to assist you with any target you
Truth of the Tooth to, but remember this ability is blocked by minions.
Active Camo, slot B, has no practical offensive uses to synergize with your aggressive fighting style. It is very effective at letting you and your teammates tactically retreat through it, the enemy team will not risk getting stunned in the mist. Kestrel's slot C
One Shot One Kill can be easily landed on a target your
Law of the Claw has proced the
overdrived slow on.
Threat: 5/10 It does not matter if an opposing
Kestrel goes
WP,
CP, or
hybrid. You will play practically the same as she is a skill shot champion.
Glimmershot does a lot of damage but is easily dodged either by moving sideways or hiding behind a minion wave. If she uses all four of her arrows without reloading this is the time to engage onto her. If you get stunned in
Active Camo I would guess your grandma could play better than you. Do NOT go into the mist! You can easily bait out
Active Camo by marking
Kestrel with
Truth of the Tooth and not following up with the jump, this will scare her enough that she most often than not will activate it. Follow up on her by using
Packmates to cruise right around the ~~mist~~ OOooooOoOO, or follow up with a late
Truth of the Tooth leap if she leaves the safety of her mist. If you must absolutely get on top of
Kestrel during a team fight
Truth of the Tooth onto her and activate
Reflex Block to block the stun from
Active Camo.
One Shot One Kill will not kill you if you have
Aegis, you can also kite out of it easily because of
Packmates.
Koshka
Synergy: 6/10
Threat: 10/10
Krul
Synergy:
Threat: 2/10
Ozo
Synergy:
Threat: 4/10
Petal
Synergy:
Threat: 5/10
Phinn
Synergy:
Threat: 9/10
Reim
Synergy:
Threat: 6/10
Ringo
Synergy:
Threat: 8/10
Rona
Synergy:
Threat: 2/10
SAW
Synergy:
Threat: 1/10
Skaarf
Synergy:
Threat: 7/10
Skye
Synergy:
Threat: 3/10
Taka
Synergy:
Threat: 7/10
Vox
Synergy:
Threat: 10/10
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