Predecessor Builds > Zarus > Zaurus- Offlane -Warrior of Nyr, testing 2.0

Build Updated at: 2024-04-22 16:29:42 UTC
Zaurus- Offlane -Warrior of Nyr, testing 2.0
v0.17
Author: Scholar13 (Bronze III)
Role: Offlane
0
0
Skill Order
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Notes

ITEMS

Titans Crest/Nyr Boots-> Sky Piercer > Draconium : Good starting order to maintain DMGOutput, Survivability and Overall Movement up to Mid game.
Healing and Movement \ Dmg Output \ Dmg and Healing \

3rd and 4th item seem to vary based on matchup and flow of match.

  • Giants ring seems a good addition due to gigantism and covering ability haste, but doesn't seem as prominent mid game, should be left for late game.

--Basic attack speed seems to help more the simple Ability haste early on.


SKILLS

Balance in skill order seems to work out better overall then just focusing on a single skill early. Skills should be prioritized to be unlocked by LV.3 after which the order itself can vary, (prioritizing Evasion over stun to survive, or spear over evasion for ranged poking)

-Basic attack speed is more crucial early do to skill cooldown reduction taking a while, and limited mana.

-Evasion increases Attack speed which is god for hunting down players and gives survivability to Zaurus by helping dodge or outrun opponents

-Shield Stun is good overall whenever used but due to high cooldown isn't as prominent. It can be used to stun opponents and aggress them down with basic attacks or allies, or can help allies escape and distance by providing 1 second of cover.

-Ult. Colloseum is the main way of being able to isolate and kill heroes consistently and can be used as a last resort to provide an escape to your team from an opposing rush or gank.
-Can be used to trap single hero in with your own minions as to out damage the opponent while being safe from opponents team. Covers for lower damage output against tanky builds

-skill usage is very dependent situationally, as the build is not meant to be played with specific combo orders in mind, as much as use different combinations in addition to basic combat in order to engage and disengage opponents at will over a period of time.

-Low burst potential initially, which means sustained and planned combat is more beneficial until items are collected and Crest is fully evolved.


PLAYSTYLE

-A mixture of aggression an defensive retreat is needed in order to secure consistent maintenance of gold farm and damaging opposing hero while not feeding deaths. Preferably wildling opponent down to half health while maintaining a safe distance position in order to enable ally jungler to just clear him in one engagement and take over lane for 1 or 2 waves as to gain a healthy gold advantage and purchase items early.

-Sky splitter will then help and enable high dmg to aggress enemy heroes or clear minions consistently, even helping clear enemy jungle if opportunity arises

After which maintaining DMG - Health Movement ratio seems to be key in order to not get out matched by multiple opponents closing in, and defend/aggress lanes as necessary


Matchups

VS Grux > Good, dangerous but if played properly can lead to good midgame
VS Greystone > Good, dangerous but if played properly can lead to good midgame
VS Shinbi > Bad, just the worst
VS Serath > Good, can be out paced in lvl and Money if consistely withered down drability and prevented from taking Offlane side Minion
VS Kira > Bad, outranged, outpoked
VS Sevarog > Good
VS Khaimera > Excellent
VS Kwang > Excellent

Alternating Items
Stats
Level: 18
Physical Power
245.2
Magical Power
0
Physical Penetration
0
Magical Penetration
0 (+0%)
Critical Chance
20%
Attack Speed
185.5%
Lifesteal
8%
Magical Lifesteal
0%
Omnivamp
12%
Physical Armor
170.95
Magical Armor
54.8
Tenacity
0%
Max Health
3488
Max Mana
1025
Health Regeneration
+0%
Mana Regeneration
+0%
Heal & Shield Power
+0%
Ability Haste
60
Movement Speed
+0%