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[Rory.Swann v1.13] Let's Show 'em What We Got!


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Rory Swann

Rory.swann.png

 

 

[table]

[td]STR 32 + 5[/td]

[td]AGI 26 + 4[/td]

INT 32 + 6

[/table]

[table]

[td]Base Health: 250[/td]

[td]Movement Speed: 2.8[/td]

[td]Base Weapon Speed: 1.9[/td]

[td]Attack Range: 6[/td]

[td]Sight Range: 12[/td]

[/table]

 

 

Introduction

Primary Role: Teamfight Support

Secondary Roles: Ganker, Lane Support, Carry

 

Lore:

Coming from a family of renowned miners and engineers, Rory Swann is a master engineer in his own right. Having been notified of Garamond's potential presence at the Imperial Sanctum, Rory enters the battlefield in search of his long lost brother in arms.

Rory is equipped with an arsenal of small, deployable weapons of his own design. However, this usually racks up an unreasonably large bill, which stands to reason why he typically doesn't participate on the battlefront.

 

Summary:

Rory is a supportive caster who can easily turn the tide of team fights. His signature skill is Molotov, a spell that can amplify damage to ludicrous amounts and devastates enemy heroes in combination with his Ultimate Flaming Stevie. His Rebounder is also a superb crowd control skill if landed at the correct moment. Rory is versatile in the fact that he can play the pure support/main warder, babysitter, and semi-carry.

 

Though his skillset has obvious synergy and usage, Rory is a hero that is dependent on positioning, timing, and target priority. The fact that he is a high priority target in team fights just makes the player’s job more difficult. He is recommended for Intermediate players.

 

Skills

[table]

Dutch_whiskey.png Dutch Whiskey

[td]Ability Type: Heroic Passive[/td]

[td]Damage Type: True[/td]

[td]Hotkey: N/A[/td][/table]

 

The powerful whiff of Dutch Whiskey weakens enemies in a 10 unit radius, amplifying Spell Damage by 10%.

 

 

[table]

Concussive_rebounder.png Concussive Rebounder

[td]Ability Type: Target Unit[/td]

[td]Damage Type: Spell[/td]

[td]Hotkey: Q[/td]

[td]Cooldown: 20/18/16/14[/td][/table]

 

Rory launches a concussive rebounder that hits the target then bounces off between several enemy units. Each bounce deals Spell Damage and stuns each enemy for 1 second. The first target is stunned for 1.5 seconds. Enemy heroes damaged by this effect take 40 (+30% INT) damage instead.

 

Level 1: 110 Energy Deals 60 (+50% INT) damage to non-heroes, 2 bounces.

Level 2: 120 Energy Deals 90 (+50% INT) damage to non-heroes, 4 bounces.

Level 3: 130 Energy Deals 110 (+50% INT) damage to non-heroes, 6 bounces.

Level 4: 140 Energy Deals 150 (+50% INT) damage to non-heroes, 8 bounces.

 

 

[table]

Chronorift_fortification.png Chronorift Fortification

[td]Ability Type: Target Area[/td]

[td]Damage Type: N/A[/td]

[td]Hotkey: W[/td]

[td]Cooldown: 35/35/35/35[/td]

[/table]

Rory creates a field that lasts 10 seconds, grants Health Regen and Damage Resistance to allied units.

 

Level 1: 120 Energy +10 Health Regen, +10% Spell and Physical Damage Resistance.

Level 2: 150 Energy +15 Health Regen, +15% Spell and Physical Damage Resistance.

Level 3: 180 Energy +20 Health Regen, +20% Spell and Physical Damage Resistance.

Level 4: 210 Energy +25 Health Regen, +25% Spell and Physical Damage Resistance.

 

 

[table]

Molotov.png Molotov

[td]Ability Type: Target Area[/td]

[td]Damage Type: Spell[/td]

[td]Hotkey: E[/td]

[td]Cooldown: 35/35/35/35[/td][/table]

 

Rory Molotovs all enemies in an area for 12 seconds. Every 4 seconds, Molotoved enemies take Spell Damage equal to the damage dealt since application.

 

Level 1: 120 Energy Deals 20 (+20% INT) (+25% Damage Taken) Spell Damage per tick.

Level 2: 135 Energy Deals 40 (+20% INT) (+30% Damage Taken) Spell Damage per tick.

Level 3: 150 Energy Deals 60 (+20% INT) (+35% Damage Taken) Spell Damage per tick.

Level 4: 165 Energy Deals 80 (+20% INT) (+40% Damage Taken) Spell Damage per tick.

 

 

[table]

Flaming_stevie.png Flaming Stevie

[td]Ability Type: Target Point[/td]

[td]Damage Type: True[/td]

[td]Hotkey: R[/td]

[td]Cooldown: 100/90/80[/td]

[/table]

 

Rory deploys a Flaming Stevie that is designed only to attack Heroic units. Flaming Stevie is invulnerable, lasts 8 seconds, and deals True Damage per second.

 

Level 1: 150 Energy Deals 150 (+60% INT) True Damage per second.

Level 2: 250 Energy Deals 225 (+60% INT) True Damage per second.

Level 3: 350 Energy Deals 300 (+60% INT)True Damage per second.

 

 

Skill Order

Recommended

 

Level 1: Concussive Rebounder

Level 2: Molotov

Level 3: Molotov

Level 4: Concussive Rebounder

Level 5: Molotov

Level 6: Flaming Stevie

Level 7: Molotov

Level 8: Concussive Rebounder

Level 9: Concussive Rebounder

Level 10: Chronorift Fortification

Level 11: Flaming Stevie

Level 12: Chronorift Fortification

Level 13: Chronorift Fortification

Level 14: Chronorift Fortification

Level 15: Stats

Level 16: Flaming Stevie

Level 17: Stats

Level 18: Stats

 

The standard build for Rory. Concussive Rebounder is gotten first as the stun is much more useful than the effects of level 1 Molotov. Molotov is maxed first for its amazing damage amplification (and because its imba).

 

 

A combo to master: Concussive Rebounder, Molotov one or more heroes (who is going to get screwed), Flaming Stevie the target’s escape route (in your escape route if used defensively).

 

Talents

Energize

7645532392_83ed0a7a0b_m.jpg

 

Recon

7645101528_b355e4d486_m.jpg

 

 

Recommended Items

To Start

[table]

[td]

:Sustainer:

[/td]

[td]

:HealthCapsule:

[/td]

[td]

:EnergyCapsule:

[/td]

 

 

[td]

Sustainer

[/td]

[td]

Health Capsule

[/td]

[td]

Energy Capsule

[/td]

[td]

575

[/td]

[td]

65

[/td]

[td]

50

[/td]

 

[/table]

A Sustainer along with some basic regeneration items will help you and your lane partner stay in the lane and is especially good for babysitting. A Space Battery is a possible replacement for the sustainer if you want more last hitting power and energy.

 

Core Items

A thing to note about Rory is that his item build will vary greatly depending on the role you’re playing, the team compositions, and your income. For Core Items I’ve simply put some cheap items that I feel should always be gotten on Rory. Keep in mind support items such as Boundary Scanner, Field Radar Toolkits, and Observers will always be a top priority.

[table]

[td]

:Accelerator:

[/td]

[td]

:EmeraldMox:

[/td]

[td]

:FieldRadarToolkit:

[/td]

[td]

:WarpShard:

[/td]

 

[td]

7563354476_340eb841aa_m.jpg

[/td]

[td]

 

Accelerator

[/td]

[td]

Emerald Mox

[/td]

[td]

Field Radar Toolkit

[/td]

[td]

Warp Shard

[/td]

 

[td]

Shrodinger's Lockbox

[/td]

[td]

 

350

[/td]

[td]

475

[/td]

[td]

100

[/td]

[td]

1750

[/td]

 

[td]

2000

[/td]

[/table]

Reasoning:

Accelerator: For movement speed of course. Though upgrading your boots is recommended (more on the choices in Situational Items), it’s actually a viable choice to not upgrade your boots at all, especially if you’re choked on income.

 

Emerald Mox: A nice and cheap health boost that’s component for various useful items later on in the game.

 

Field Radar Toolkit: Also referred to as “Wards”, Rory is a great candidate as the team’s main warder as he is one of the most item-independent heroes in the game. Field Radars will increase your team’s map controls and are extremely useful in organized games.

Guide to Warding: http://playsotis.com...2582&Itemid=210

 

Warp Shard: Warp Shard is a multi-use item that is useful on Rory and provides Rory with an escape mechanism as well as a tool to improve the positioning of his spells.

 

Schrodinger’s Lockbox : A cheap item that also provides an extra disable to land your Molotov with ease.

 

 

Situational Items

Support

[table]

[td]

:TimewalkersGreaves:

[/td]

[td]

:SpellBuffer:

[/td]

[td]

:CoatofArms:

[/td]

[td]

:ImpactDial:

[/td]

[td]

Timewalker’s Greaves

[/td]

[td]

Spell Buffer

[/td]

[td]

Coat of Arms

[/td]

[td]

Impact Dial

[/td]

[td]

1575

[/td]

[td]

2575

[/td]

[td]

3200

[/td]

[td]

1740

[/td]

[/table]

Reasoning:

Timewalker’s Greaves: Timewalker’s Greaves will not only increase your energy pool, it is a great item for sustaining lane pushes.

 

Spell Buffer: A great item to get against a team with many spell nukers. Not only will this item give you extra survivability, the active will give a buff of 20% Spell Resist to allies, making it a good support item.

 

Coat of Arms: Coat of Arms will increase the effectiveness of your Carry and gives a nice health regen bonus and some survivability.

 

Impact Dial: A fun item that can be used to save allies, put yourself into position, put enemies out of position, and escape.

 

Luxury Items

[table]

[td]

:StarTreks:

[/td]

[td]

:SunflareGun:

[/td]

[td]

:MossbergTaser:

[/td]

[td]

:LifeTechNanosuit:

[/td]

[td]

Star Treks

[/td]

[td]

Sunflare Gun

[/td]

[td]

Mossberg Taser

[/td]

[td]

Lifetech Nanosuit

[/td]

[td]

2000

[/td]

[td]

4475

[/td]

[td]

3550

[/td]

[td]

2575

[/td]

[/table]

Reasoning:

Star Treks: A nice late game luxury upgrade or replacement. The active will make sure you won’t miss any action and will increase your power to push lanes.

 

Sunflare Gun: The burst damage is great in combination with your Molotov and the slow will make your target take extra ticks from Flaming Stevie.

 

Mossberg Taser: The silence is great against heroes with escape mechanisms (especially Darpa) and the 30% damage amplification will hurt even more with Molotov.

 

Lifetech Nanosuit: Nanosuit will provide some extra survivability with along with passive that synergizes well with Warp Shard and Impact Dial.

 

 

Gameplay

Early Game

In general, Rory does well with any lane composition, preferably ones with burst damage. In pubs you can pick him whenever you like as he is not as dependent on his allies for kills as other support heroes are. If you’re playing an organized game a Radar Toolkit for a rune spot will help your mid and prevent ganks.

Rory can solo mid (and you probably should in pubs), but his strength in the laning phase lies in dual lane compositions. Heroes with skillshots, such as Boros and Mandrake, along with Heroes with crowd control and/or burst damage, such as Rancor and Micro, will do extremely well with Rory.

 

Tip:

-Concussive Rebounder will stun the primary target for an extra 0.5 seconds.

 

The Mid Game

If you aren’t babysitting and your lane isn’t in danger of being pushed, start ganking other lanes as your skillset can be absolutely broken under the right conditions.

 

Tip:

-Remember to use item actives such as Lockbox and Sunflare Gun.

 

Team Fights

Rory should enter after the Initiator, covering the Carry with his skills. In the actual fight, Rory’s role is simple. Disable enemies with your Concussive Rebounder first and land your Molotov on the Hero (preferably Heroes) that you hate most. Place your Ultimate where it will do the most damage, or block a certain route.

 

Tip:

-Avoid being in the front. If you play a good Rory, chances are the enemy team will go for your throat every chance they get..

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I would have pretty much the same layout of skills for qwer except for level one. I usually get Molotov first so if you farm neutrals with your teammates the Molotov will actually do more damage than the Rebounder output

 

And I do believe your guide is outdated. Ihan no longers gives you double Stevies.... It increases your INT by a lot instead, meaning it would increase dmg output by Stevie.

 

And your yellow text is blinding and unreadable...

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Rory is a spell damage carry.. He should be in the kill lane with heroes like shadow and micro. (bot lane for toss, top lane for zerg) he should always max his E first because he is meant to get kills at all stages of the game.

This is a good point since AoS is all about kill comps. Wouldn't call him a straight up carry, though.

 

On another note, does anybody know how to reduce the space between tables.

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You should have DST in, as it is a decent defence against aa, gives good armor and health, but most importantly its active: strong AoE slow around you for a good amount of time. People will be chainstuned together by rebounder, will not be able to dodge Molo, and will take much longer to crawl out of Stevie Range. Also a good escape move for Rory, who does not have anything except rebounder to help him get away.

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  • 4 weeks later...

hmmm not a bad guide, definitely better than I expected (Rory is so misunderstood),although the Core items are trash. Couple things though, first: tazer is not a luxury item, its a core part of any good Rory build. It is the only item (other than accelerators) that you should always get; even lockbox is situational. Keep in mind I don't agree that he is a carry, even though he can carry pubs. To be an AP carry you need more raw damage output and short cooldowns (like dustin, jackson, or null). Rory is designed to be support, excelling at crowd control and damage AMAPLIFICATION (not damage dealing). Tazer does both of these, which is why it is so crucial. Even debuff removers (a plethora of tanks, and anyone who buys a paralax, which you shuld against a good Rory) will die to a yammatoed tov, if you silence them at the correct moment, which prevents them from living long enough to activate their ability.

 

Secondly, warpshard is not a Rory item. Look at the differences between shard and Impact Dial (read the forums comparing them if you don't already know), and you will see that dial synergizes with his abilities to fulfill his role much better.

 

Also, adding an edit that emphasizes the fact that he is NOT an INT caster will help a lot of fledgling Rories methinks. If your Stevies are really being successful an ihan will help, but more than that is silly. Because he is not dependant on INT, you can really build him a lot of different ways, using a lot of non-typical items (especially for a caster). As Doom said, DST is a great item for him, as is shrapnel (more of a luxury item though qq), sometimes organic in place of nitrogen, Bandit's, Paralax, Spell buffer, etc. As you may notice, these are mostly items that are primarily defensive. That's because Rory's tov stands on it's own, and allows you to simply counter whatever your opponents are doing, while also suporting your team ('cause you're a support hero...). Because Rory is so squishy, getting Xel'Naga Cartilage, in place of Emerald Mox, early is vital (you can wait to evolve it towards the end of your build much of the time), oftentimes before you finish his boots.

 

And yes, L1 skills are pretty much just for getting creeps before the first wave, tov will serve you better there most of the time, I pretty much always up it before rebounder. Depending on who you are laning against (and laning with) and how they are laning, maxing rebounder will sometimes be the better choice (e.g. if you get a couple kills early and they just tower hug, upping rebounder will help you jungle/farm waves much more effectively).

 

Lastly, Rory should always go short lane. Always. He does not have effective enough escape mechanisms to survive the long lane, and once rebounder/tov goes, enemies begin to flee. He can't really capitalize on this far lane, making him innefective there (and an easy source of food..). He's not going to be able to push far lane (if your opponents have any skill whatsoever), and because he's so squishy if he somehow is winning the far lane, he can't jungle effectively to capotalize on it, without extreme risk of gankage. Since he is designed to be support the idea of soloing a lane is prety silly.

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  • 7 months later...

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