Maiev is a decent hero killer, but unlike true assassins like Zeratul or Samuro she doesn't have raw damage output or a ton of mobility. She does have plenty of utility, multiple ways of avoiding her opponents, and can be pretty dangerous against a single enemy if they underestimate her. One thing she excels at it dealing with heavy mobility, and can be dangerous against high-health enemies who you're more likely to get value with Hunter. Finally, her AoE damage is good if not a little unreliable, meaning she could be good against high numbers or for mercing. She is good as a counter to heavy rotations and gankers, or teams who focus on one ally to deal a lot of damage.
Hunter is what makes you a very real threat against an enemy of your choosing. It prevents enemies from juking you as easily due to them leaving a trail wherever they go, and with talents can add a whole bunch more tools, but the real threat is the ability to attach a low-health Prey to you with a weaker but unbreakable Lamb to the Slaughter, which is super good at securing kills. You don't really have the damage to kill them yourself, so there is a decent chance of them killing you if you aren't careful, but using your tools cleverly can remove this problem. For example, pulling the enemy into your towers can be a decent finisher.
Fan of Knives only hits the closest enemies and has a limit to how many enemies it can hit, so although it's okay waveclear you should pay attention to where you stand. It deals decent damage if you're close to them, but more importantly it blinds enemies it hits, making it crucial to preventing the prey from slaughtering you while tethered.
Blink Strike is one of your only sources of mobility, and doesn't have as much range or control as Zeratul's Blink, but it will damage enemies trying to chase you which makes you really good at escaping from mobile enemies. If you Blink while tethered to someone you can also pull them along with you! Lastly,
Moon Glaive is your only form of ranged damage, and with long range plus prioritizing the Prey, it can be a great tool for slowing down the prey until you can catch up. It is especially effective when there are enemies nearby allowing it to bounce repeatedly. All these abilities together don't really deal loads of damage, but they have pretty good utility.
Revenge provides an exceptionally powerful support tool that reduces the impact of losing an ally. If the enemy devotes a bunch of abilities to killing one target, if Maiev is nearby you can still fight back and literally turn the tide of battle. Don't worry, it won't deny on-kill effects from triggering immediately, and they can still be affected by crowd control even if they can't die. It's almost broken if not for the fact that your team needs to die to get value out of it.
Imprison meanwhile is a much more aggressive heroic. It deals no damage but has a 2 part lockdown, preventing them from moving at all while also preventing them from dealing any damage with attacks. More importantly though, if you can get the Prey down to low health and get close to them, they will be instantly eliminated with no chance of escape. There are some downfalls to this ability, such as if you don't end up getting the kill it ends up being kind of useless, and it has a pretty long cooldown. Still, as a finishing move to make up for her other downfalls, it's a pretty darn good skill.
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