VoiDukkha Posted January 15, 2013 Report Share Posted January 15, 2013 (edited) Content why gara The aggressive mule talents skills items techniques 1. Why gara(mond)? Great laning with nonstop gank, high damage, has slow and a very long range stun, not so squishy as it seems! Gara is a _support_ hero and capable of soloing agi heros. Gara doesnt profit from attack speed but from timescale (must read: http://www.aeonofstorms.com/index.php?/topic/1375-aos-for-dummies-the-gaming-school/page__hl__%2Btime+%2Bscale+%2Bcooldown+%2Breduction -spoiler on time/timescale); timescale means more damage thanks to more scvs and more damage thanks to lower cooldown(cd) on skills. 2. The aggressive mule There are not many gara players. Your first advantage when playing (/pubstorming) gara is going to be that this hero isnt much known. As an int hero he will be expected to be very squishy (at least without carapace mantle or some HP item). The key of my playing style is: use skills non stop and lockbox the enemy. The requirements are high apm of the player and high movement speed of the hero ingame. Using skills nonstop means having almost infinite energy. As a support hero, one might not get so many kills, but one will be able to bring the team many kills, although unfortunately without getting noticed; Gara's W skill will stun the enemy while he is trying to run a many times (thanks to high range) and thus allow a teammate to finish that enemy off. 3. Talents Offensive: +5% spell dmg Defensive: HP, spell resist, Zeal (movement speed) Utility: Cooldown reduction, Swiftness (movement speed) 4. Skills Note that all skills are being cast instantly, allowing them to be cast while moving (eg. running away) without having to stop/losing time! This is essential for my style! Q: oil it lasts for several seconds and all enemies that touch it will lose movementspeed for a few seconds; deadly when an enemy gets pulled with eg. boros, use it to prevent the enemy from running away W: follower mines deal damage and stun on impact, the longer the closer the enemy is to the center of the impact; use this nonstop while ganking; typically slightly behind the enemy E: Turrets always position them slightly apart from each other; dont just use them for laning but put them out also when ganking; remember that you can control them to target an enemy hero rather than creep; lvl 4 turrets gain a bonus R: red scvs scvs move slowly and take a time until they explode; combine ulti with oil or lockbox (more later) usually i max out E as soon as possible since turrets are best for laning; experienced players (esp. ranged heros) might hunt down your turrets immediately, in which case you have to place them a little bit closer to you/your tower and get W and Q to stun them on their attempts to attack your turrets. get Q lvl 1 and try to max out E and W. R at lvl 6 although you are not going to use it regularly until you get lockbox. 5. Items sorted by importance as mentioned this style needs as much energy it can get ;) So the two essential items are: :KineticBattery: (no image on board it seems.) Energy recovery->Kinetic battery (Energy.) Energy recovery->Schroedinger's Lockbox (locking for ulti use/running, energy, movement speed) Consumables->Blinkmoth Serum: After kinetic and lockbox the most important item: it doesnt only give int, but also 10% cooldown reduction Strength->Coat of Arms (CoA)(cooldown reduction, attack speed for scv's) Optional: (usually i get) Intelligence->Argus Crystal (more damage) :Gravity Edge: Movement Speed-> Gravity Edge(more movement speed, more damage) Intelligence->Yamato Reactor(more damage) :Masamune: Movement Speed -> Masamune (15+25=40% time scale, nuff said!, movement speed, weapon damage) 6. Techniques Running away The first thing to master is how to run away form an enemy, for eg. a Shadow: as noted earlier casting skills doesnt cost time, so while running away do the following: cast oil right behind you/ so that your enemy surely runs into it. cast mines right at the place you are when casting them or even slightly ahead depending on how close the enemy is to you such that they will explode right when your enemy is at that spot if he still follows you. With that stun and slow the enemy should not be able to follow you any more. else: hit R for ulti, some scv's will appear and move the same direction as you. Now lockbox your enemy (you ought to have lockbox hotkey'd like eg. at key "3" to use it quickly, always use ulti _before_ lockbox, since the scvs live longer than lockbox locks). Position your svc's at the spot where you lockboxed your enemies. Optional: pull 2 turrets right next to that spot (apart from more damage they block the enemy, so you can put them between you and the enemy to prevent him from getting to you or behind the enemy to prevent him from running away, depending on how confident you are ;) ) Depending on how skilled your timing is, the scv's will explode as soon as the enemy gets out of the lock from lockbox. Note that in this process the enemy took full damage from all mines, full damage from each exploding scv, and mb even some shots from turrets/you throwing scvs, that will kill an agi hero and if not, then probably wil reduce hp to about <25% in which case he will have learnt his lesson and not try to chase you again. Variations: oil, ulti, lockbox, (turrets), mines slightly before lockbox lock ends, as soon as enemy gets out of lock he will get stunned, while he is stunned hit him, scv's exlode and hes dead. Even vs more enemies lockbox + slow + stun should be enough to be able to run (while dealing damage); basically ulti + lockbox is an absolute killer combo and a few more scv's in ulti can 1 hit _every_ hero (for maximal damage they need to be placed around the hero/surrounding him) so if you master the timing for that combo (which imo is quite hard) you will be a successfull mule :) While ganking use your skills nonstop, dont waste a single moment with your W skill (mines) _not_ in cooldown; in a fight with say 5 or more participants your mines will not be noticed (i mean nobody will see that you cast them or where) and the stun will be very precious for your team! Harassing while laning throw your scv's on creep (they will do damage on impact) and then navigate them to the enemy hero; this way you will kill creep (scv's deal dmg on impace as well as when attacking) and at the same time deal damage to the enemy, pushing him back. Always remember you have control over your scv's and your turrets! for eg. when killing aeon, use your one or two turrets as scouts, putting them in places where you could see an incoming ambush. Your turrets are blocking, so two turrets can be an effective block if put next to each other. If you need to "premake" a big scv army (for eg for ulti) and you have no enemy to throw them on; scv's can be thrown on your own turrets or on other scvs. Dont run from creep, it will attack your svc's first before attacking you. Edited January 16, 2013 by VoiDukkha Lettow 1 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.