Work in progress!!!!! Top
This build and guide is a work in progress. It is also my first guide to write so any advice or critique is welcome!
I will continue to add things to the guide if it gets popular enough I will add videos to some of the sections for examples.
Thanks for giving this guide a look hope you enjoy it!
About Artanis Top
Artanis is a warrior who fits the role of an off-tank/damage dealer similar to
Sonya. He has high mobility and interesting set of skills that allow him to tank and survive for long team fights while also putting out a decent amount of damage.
Artanis is a lot of fun and can make some pretty great looking plays. Of course with his ability to make clutch plays comes with his ability to get into bad positions without a way out. Make sure when playing
Artanis that when you go in, it had better be to commit!
Pros - Cons Top
How to Play with this build Top
The point of this build is to focus on the mobility aspect of
Artanis and keeping his passive
Shield Overload off cooldown so he can remain tanky during long fights.
Artanis's
Blade Dash will be your main wave clear, so keep the waves pushed early on and keep the pressure up while farming while hopefully getting an early kill to raise
Seasoned Marksman stacks.
Roaming to other lanes early on can usually net a quick kill thanks to
Phase Shift.
Phase Shift works over walls and can put a level 1 enemy in a really bad spot if your team is around.
Early Game
Early on in the game
Artanis will want to start farming
Seasoned Marksman stacks. Getting
Seasoned Marksman allows for a lot of high damage output late game thanks to
Triple Strike and using your
Twin Blades properly (see tips and tricks).
Roaming to other lanes early on can usually net a quick kill thanks to
Phase Shift.
Phase Shift works over walls and can put a level 1 enemy in a really bad spot if your team is around.
Mid Game
Mid game is Mediocre for
Artanis. He is still able to output damage and survive mildly but he is easily caught out. Focus on objectives and being with the team. Split pushing is not really a good idea at this point in the game since you wont get anything out of it and will more than likely die.
Team fights are going to be happening often at this point and your role will be important during these. Focus on repositioning the squishy targets with your
Phase Prism to cause disturbance in their team. Either their team will let them die or scramble to save them so as long as you are grouped this should start your fight off favorably. During the fight remember to dodge skills with your
Blade Dash this will not only save you some pain but forces the enemy team to lose their target for around 1.5 seconds. Activate your
Twin Blades as often as possible and don't forget to auto attack before activating for the auto attack reset.
Late Game
At this point in the game
Artanis really shines. Once hitting level 16 and obtaining
Zealot Charge you will now be able to be hyper aggressive without much fear. Any team fight at this point you will be able to charge their back line and do a
Triple Strike nearly melting them. An important part of dashing into their back lines is to remember they will immediately throw skills at you. Because of this, you will want to be ready to
Blade Dash out of the way momentarily. After your
Blade Dash is used you should be close to activating another
Twin Blade attack. Rinse and repeat this cycle the entire time and you will be able to chase anyone down. This tactic is exceptional when it comes to late game team fights that people often slip away from with very low health.
Talent Breakdown Top
At level 1 pick
Seasoned Marksmen. This skill allows for large damage late game and is not hard to stack. You will get 1/6 stacks for every minion kill and 3/6 for every hero kill.
Artanis
Blade Dash has good wave clear allowing for stacks to be built fairly easily along.
The other skills in level 1 are pretty weak for this build and fit a different playstyle. The only one that could be picked up if you are feeling like the enemy team is high in auto attack damage, is the
Reactive Parry. This ability activates every time you use
Twin Blades which is pretty often.
At level 4 chose
Lethal Alacrity. This ability allows
Artanis to speed in and out with your
Blade Dash and avoid some damage while sticking to the fight. It also works well with for priming your passive
Shield Overload.
The other option for this level is
Templar's Zeal. This will allow you to
Blade Dash more often at low health and dodge a few more attacks. Only downside to this ability is that it is only utilized at low health and you won't get the extra range for chasing.
Level 7 is the start of your toughness. Taking
Psionic Synergy at this level will work well with your level 4 ability and allow you to spin in and out of team fights while priming your shield for every hero hit. This will save you more often than you notice and helps you chase into towers with Blade Dash without worrying too much.
No other abilities in this category fit this build so I would recommend avoiding them.
Level 10 unlocks your heroics and gives you a lot of damage output and assists with team fights even if you are out of position due to both of them being global. For this level choose
Purifier Beam. This heroic can be utilized in many different ways. Without someone to slow or CC the enemy they can out run this ability, luckily this is not necessarily a bad thing. The heroic lasts 8 seconds which means the enemy will either stand and take a large amount of damage or will run around for 8 seconds not contributing to the fight.
It is global so it can be used to stop a split push temporarily across the map or even zone out the healer during a team fight.
If you are up against a heavy auto attack team you may want to choose
Suppression Pulse. This ability blinds the enemy team for 4 seconds and does a small amount of damage. This is a great team fight tool and can turn things around in a pinch but is also very situational.
It is global so it can be used to stop a split push temporarily across the map or even zone out the healer during a team fight.
At this level you will get a large power spike and all the marksman stacks should start paying off. Choose
Triple Strike and remember to use your auto attack before activating
Twin Blades so that you get the reset and get a 4x attack!
All the other abilities are actually very good in this tier but unfortunately the build relies heavily on the triple strike so no other options are viable.
This is when Artanis goes from being a brusier to a full on destroyer. At this level you pick up
Zealot Charge and don't look back. This charge works every time you activate Twin Blade's which is on a 4 second cooldown. Once you obtain this ability you will be smashing W the entire time to get your next charge. Still make an attempt to use your auto attack reset but don't hesitate to spam W as this will keep you attacking almost non-stop and priming your shield constantly.
This is the center piece of the build, no other abilities in this tier would work for this play style.
Update : After more testing I have decided the level 20 is pretty decent all around! The upgrade to Purifier Beam is extremely strong late game depending on the enemy team.
This level I am still researching more. I am torn between
Nexus Blades and
Force of Will.
Nexus Blades on one hand gives a decent increase to your damage considering you will be attack 1-4 times every auto allowing for a quick burst of destruction while slowing them for every auto attack. Then we have
Force of Will which allows you to prime your shield faster allowing for more durability.
I am interested to hear feedback on level 20 abilities as I am still deciding which I believe is better but currently I am leaning towards
Nexus Blades thanks to Artanis quick movement and high damage already at late game, he can limitlessly chase enemies and secure kills. I prefer this for the fact that it scares the team to death to see an Artanis rampaging through them 1 by 1 while dodging their abilities.
Tips and Tricks To the Build Top
The build focuses around Auto Attack's and
Twin Blades to keep you alive while putting out high damage.
Twin Blades is an auto attack reset so whenever you are at level 1 it can allow 3 hits just by:
1. Auto attack
2. Use
Twin Blades instantly after the auto attack.
The importance of this is that when you get to 13 and obtain
Triple Strike, you can still use this to turn it into a 4x strike!
Use your
Blade Dash ability for more than just attacking or farming a lane. It can be used as a scouting tool early on to check bushes or merely to dodge ability at any point in thee game like
Jaina
Blizzard or
Kael'Thas
Flamestrike.
Blade Dash should be used in team fights for more than just damage dealing and dodging. The blade rush ability allows you to vanish from combat for a around 1.5 seconds causing the enemy to do 1 of 3 things:
1. Run around like idiots
2. Start attacking someone else
3. Get lucky and stun you out of position
2/3 of those aren't bad and the 3rd one can be remedied by not going into them and instead picking a safe spot to twirl to.
At level 16 you will get the
Zealot Charge ability. This is spammable! It has low mana cost(25) and very low cooldown(4 seconds) and allows your passive
Shield Overload to regenerate very quickly if using the auto attack reset. Along with that you will be able to constantly re position yourself during fights to ensure everyone is sliced up!
An added bonus is that you are now unescapable. Even a
Bolt of the Storm late game wont get you away fast enough because the dash is very fast, spammable, and good range. On top of that it will make sure you are never NOT attacking. You won't have to walk around to your enemies during a fight and instead will be constantly auto attacking and lowering your passive
Shield Overload cooldown.
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