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Lance heroic perk Partisan's Technique is one of the reasons why a skilled
Lance carry can decide a whole teamfight. His basic auto attacks are piercing attacks, damaging all enemies in the direction he is attacking. Try to use this ability to your best by making teamfights at tight locations to hit all enemies with your basic attacks as well as with your
Impale.
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In addition,
Lance uses "Endurance" for his abilities instead of Energie which refills slowly by the time. Each of his abilities cost the same ammount of Endurance (except for
Combat Roll lvl 1 and 2) so try to use it the best you can before you run out of it and become useless for a short duration. Having this combined with his amazing playmaker abilities would just be too strong so the bad side of his perk is that attack speed items like
Blazing Salvo or
Tornado Trigger work less efficient on him and by "less efficient" it means "do not build because its a waste of money"!
His first ability
Impale is the reason of
Lance's strong early game power.
Lance leaps forward and after a short delay he deals massive damage and roots all enemies standing in the targeted area. Try to learn to predict your enemies movements so you always hit this ability because it is a very big damage source of WP
Lance.
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You can use this ability in 2 different ways:
-use it to get forward and deal massive damage and as a small gapcloser because of the rooting
-use it to root enemies who try to get to your laner to protect him
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Combined with the
Combat Roll this ability is very flexibel, making
Lance a very mobile tank who is always able to stand in the right position.
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Lance's next ability is
Gythian Wall. This ability is probably the most versatile ability of all heroes.
Lance immedeatly pulls his shield smashing it to the ground and pushing all enemies far away in his direction of wish. After this if you dont move,
Lance holds the shield for a short period of time blocking nearly all damage (only damage coming from a diretion like a
Kestrel arrow).
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If the enemies are pushed against a wall they also get stunned for a short duration. Oh and dont forgot the best part about it! After every basic attack,
Lance targets his enemy holding his shield upwards and reduces 50% of all damage coming from that direction. All I can say about this ability is WOW. Such versatility in one ability!
So let's imagine some scenarios:
The enemies team is engaging with a warhorn: Push them away and warhorn was useless.
Your carry is in danger: Roll to him or behind him and push enemies away or against a wall for a stun.
You are engaging the enemy team:
Combat Roll into them and push them into your team or against a wall.
You are a lonely survivor of a teamfight which you couldnt win:
Combat Roll away and kite your way to safety with
Gythian Walls and more
Combat Rolls!!! in a fight, analyze your situation quickly and decide what you should do.
NEVER just push enemies away if you are not in danger. It may help them to escape before you realize you had the upperhand or you may damage your own team by safing your enemies from their skillshots. Try to realize what your team wants to do and work with this ability well, because it has the highest potential for winning games.
After all this praising of the strength of this ability you may ask yourself: "Why doesnt this moron overdrive this ability to his max then!!" And the simple reason is that lvl 4 is good enough to protect your allies and it maximizes your damage output and mobility by a lot!
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Lance performs a roll into a targeted direction and his next basic attack is a quick strike with a small CP damage boost. As a supporter this might not seem like a very good Ultimate to just roll arround the Halcyon Fold in the first way, but this ability is also a reason why
Lance is that strong.
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This ability makes
Lance one of the most mobile heroes which is always good for a supporter but even better for a carry! You can roll over some walls trying to make sneaky engages or lane ganks. You can escape or just engage quick. And you can reset the auto attack cooldown in mid teamfights! Combos with this ultimate which on overdrive has a cooldown of 4 (!!!) seconds can decide teamfights alone. I recommend overdriving this ability on high demand, because
Lance really need mobility and more auto attacks because of his attack speed nerf. This ability is both combined together making it perfectly fitting for carry
Lance.
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