Tresdin - Legion Commander Item and Skill Builds
Str 26 + 2.6
Agi 18 + 1.7
Int 20 + 2.2
Range: 128
Movement Speed: 310
Total starting damage: 57-61
Total starting armor: 3
Legion Commander at a glance
Starting Items:
Items to work on:
Core Items:
+
(blademail is optional; if the enemy team deals a lot of damage and you aren't doing well, you can shift from tank DPS to simply anti-carry)
Optional additions:
Generally you're looking to get tanky items to allow you to survive in duels while your allies win it for you. If you're tanky enough, start getting some damage items.
Overwhelming Odds
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(Active, ground target)
Turns the enemies numbers against them, dealing damage and granting you 9% bonus movement speed per hero and 3% per unit in the 315 AoE for 7 seconds. Deals bonus damage to summoned units.
AoE: 315
Damage: 60/120/180/240 +10 damage per unit
Summoned Unit Bonus Damage: 50% of units hp
Cast Range: 1000
Movement Bonus per unit: 9% per hero, 3% per unit (lasts 7 seconds)
Cooldown: 18
Manacost: 100
Press The Attack
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(Active, ally or self target)
Removes all debuffs and disables from the targeted ally and grants them bonus attack speed and health regen for 4 seconds.
Attack Speed: 60/80/100/120
Health Regeneration: 30/40/50/60
Duration: 4 seconds
Cooldown: 15
Manacost: 80/90/100/110
Moment of Courage
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(Passive)
When Tresdin is attacked, he has a chance to gain a moment of courage, instantly attaking again with bonus lifesteal.
Chance: 16/18/20/22%
Lifesteal: 20/40/60/80%
Notes: Cannot proc more than once every 0.5 seconds. The lifesteal is not an orb effect.
Duel
======
(Active, enemy hero target)
Calls the targeted enemy for a duel. Both you and the enemy will be forced to attack each other and will both be unable to use items or abilities. The victor gains 10 permanent bonus damage.
Duration: 4/4.75/5.5 seconds
Duel winner bonus damage: 10 damage.
Cooldown: 50
Manacost: 75
Cast Range: 100
Notes: The spells duration ends if either you or the target dies.
The heroes participating the duel do not have to get the kill to gain the bonus. If the target dies, they lose the duel, so you gain the bonus. If you die, regardless of who killed you, you lose the duel, so the target gains the bonus.
Skill Build:
- Overwhelming Odds
- Press the Attack
- Overwhelming Odds
- Moment of Courage/Press the Attack
- Overwhelming Odds
- Duel
- Overwhelming Odds
- Press the Attack/Moment of Courage(if doing very well)
- Press the Attack/Moment of Courage
- Press the Attack/Moment of Courage
- Duel
- Moment of Courage/Press the Attack
- Moment of Courage/Press the Attack
- Moment of Courage/Press the Attack
- Stats
- Duel
- Stats++
Playstyle
Tresdin is a gank semi-carry that is capable of forcing teamfights and can gain momentum to dominate lategame. However, on the other spectrum, if he loses momentum, you can find him a dead weight that doesn't help much other than taking 1 hero out in the fight. He is very reliant on his team; likewise, his team is reliant on him due to his support-like spells. He has a lot of health but he also is pretty much the primary focus of every battle, so he needs even more survivability.
His first skill is Overwhelming Odds. This is a ground-based spell that deals a decent amount of damage and gives you bonus movement speed based on how many people you hit. The skill is definitely a setup for his other skills in his playstyle, but still fares well on its own. The long cast range (1000) will easily allow you to initiate with your ultimate or chase. However, if you're just chasing one guy, you might want an ally to back you up as you won't get much bonus movement speed out of it. Actually; scratch that, you should ALWAYS have an ally with you with this guy. He's very team focused and needs setup and help. This skill also deals a lot of extra damage to summons and illusions so you can specifically pick this hero to counter someone like Phantom Lancer or break summon pushers.
His second skill is Press the Attack. This skill falls into more of a supportish role a lot of the time because it is a good, fast heal over time. The skill also grants a great attack speed boost; albiet for a short period of time. Because of the necessity of getting duel off and the short time that this skill is in place, you won't often be able to use it directly with duel. You can roam well with this skill however as you'll constantly be up for battle. Lategame you can use this with your autoattacks to deal great damage, provided that you farmed well.
His third skill is Moment of Courage. This skill allows you to instantly attack again when you're being attacked, and lifesteal a great deal from it. This is the skill that sets you up for so much stuff; it's the skill that makes you into a tank semicarry. You rely and count on yourself being attacked a great deal, and this will keep you up a lot more than skeleton king's aura would. With the double attack any damage item you get is exponentially better, and allows you to scale later in the game. It looks a bit weak at first glance but trust me, it's damn strong. A lucky proc or two can make or break battles, because it'll inevitably mean +200 or more hp.
His final skill is Duel. It's a melee cast range spell that, when cast on an enemy, locks both of you in a duel. Neither of you can use items or cast spells, and both are forced to attack each other. The winner of the duel will gain +10 damage bonus permanently. Because of the previous attribute, you'll want to be using duel smart and often. You won't lose duel often, but you'll be the center of attention in all team battles. Make sure your team is helping you out; you won't need to get damage items if your team is smart and you'll be taking out a key player on their team. Use this on a strong spellcaster for the best effect. If you get a lot of good ganks early, this skill will allow you to build momentum and have a great lategame. Remember that you don't need to get the killing blow to gain the bonus damage.
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