This is important for your Monstrosity as well as zoning away enemies and finishing kills. ![]() At level 13 is another charge of your stab. Tunnel back home after a while to focus on your team for a bit. With your rapid shields and ranged attacks, this beast can poke very well and punish those who enter melee. You can use it to push, help grab camps, or bully lanes, or join team fights. Monstrosity is your ultimate choice in nearly every scenario now. Enemy teams can less frequently wipe waves with area attacks if you time it properly. This is a pretty huge impact on xp with your shield being able to ignore minion damage and reduce tower shots. It will also let you shield waves of minions and mercs to help them push. At level 7 you get networked carapace which lets you heal two or more allies at once. ![]() Don't forget to check bushes for your host. Once you get stab at level four you can combine your heals and shielding with more damage, and more importantly, range to finish kills and apply pressure to hovering enemies. You want to use it on mostly on a tank or very effective damage dealer at the start. Support, Damage and Push: This uses the basic build of support and damage from the pre-rework. Aside from the Locust Builds which are kinda just there for those who want to fool around with Locusts, these are the most competitive combos I have been able to use.
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