Post by Sphynx on May 2, 2014 1:56:47 GMT
*Updated May 1 2015
Strategy guide for Justicar.Akasha (Justicar)
1) Starting Talents: Might, Fitness, Discipline, Integrity, Swiftness, Youth, Wealth (1-3-3)
Can also add Zeal in place of Might.
2) Order of Ability learning: Talents:
- W (Ire) for forcing enemy heroes to attack you, ups in this increase their attack time (max 2.5 sec)
- Q (strike) is like a double stun, first short range, then throw fireball longer range.
- E (Consecrate) for general damage/heal aura
The most important skill to up first is W, since his taunt stun time increases with upgrades. MaX Q next will increase damage on your double smash stun. The aura for the most part scales healing so small, it is not worth starting with. Could also get stats before E.
Actual Order (W Q W Q W R W Q Q Q R E E E Y R Y Y)
3) Item Build:
Generally I find that the Justicar passive is not that big of a deal. ALL Armor items dont seem to make him OP, but it does add up to give a decent amount of damage.
1) Goggles
2) Lost Treasure
3) Buckler
4) Goggles --> Korhal Vangaurd (Armor Aura works great on yourself, strong for lane pushing, and beneficial to partners.)
5) ReBuy Goggles
6) LT --> Silversoul (I find the movement on this item is key for escapes and positioning, I also really like the extra regen and armor/spell armor) (Could also go with impact dial if you like that item, I like silversoul better)
7) Goggles --> Buffer or Chilling (Get 3rd Team item if your team doesn't get it, else continue)
8) Organic Carapace - Mixed with your other Health regen items, you are now becoming invincible.
9) Buffer or Chilling whichever has not been bought yet. (Can skip a team item if someone else bought one, but remember Armor increases justicar's damage, and all the team items provide health. So these are all good items on Justicar.
10) Optional Choices for last item: Lifetech Nanosuit for Increased Spell Resist and Tankyness, Dark Steel Titan (Armor and counterattacks AA heroes), If you cant decide which to go with, I would choose DST.
-Interesting items in pub games only would be Atom Smasher for massive slows with all your stuns. But you already lock people down for a very long time. If you have a partner, they will most likely die anyway. I wouldnt get this item in a serious inhouse game on Justicar though, where team items are key.
4) Notes on gameplay:
Justicar seems boring if you only try him once. He has a massive amount of stuns, but no real pull. This can lead you to think that you can tower dive and get kills. You cant. Your stuns do infact do alot of damage but do not ACTIVELY dive to kill players, Try to have them get "bored" and dive towards you. Then when you catch them, your partner also helps kill them. Try to play Justicar without dying and you will get more kills than if you try to play a deadly attacking tank.
There are two ways to engage with this hero. W then Q: I have found a nice way to engage with Justicar is to use W first, to allow you to taunt the hero towards you and out of position. Hit Q (stun), then fire your fireball (2nd part of Q) stuns them again. During this time you will get in about 2-3 aa's. You do not do enough damage to kill full life heroes. But if you have ANY help at all, the stun time allows your partners to damage with impunity. The more common way to engage is to Q then W: In this way, if you are close, you get the stun then slow on the hero. If they are farther away, you will miss the stun, but the slowing fireball can be thrown 6-7 units away. So you can use this to catch someone who is out of range of your W. Once you catch up to them taunt them, and they are locked onto you.
Obviously the best time to taunt them and let them attack you, is when your ultimate is cast. They will take damage when they strike you. They are forced to strike you with the W. So this is really bad for them. Basically if you catch a hero... they are in alot of trouble, especially if you can hit them with any of these combos.
The CDR on your skills is long enough, that if you cannot get the kill once all your stuns are done... you likely will not get the kill by continuing to chase, you are usually too slow, and have very little natural damage. Think of Justicar as the Tortoise and the Hare. Justicar is the Tortoise, he just constantly there, pushing the lane, and is like a porcupine to attack. But they have to stop you eventually... so they will attack, and you show them how prickly you are. Do not force it, I am usually killed by towers, or helped killed by towers, generally avoid tower diving. In Mid game, you can do some tower dives ONLY with partner support, your job is to catch their hero, tank the tower damage while they kill them. Or if they are so weak they die. In either case play this hero safely.
Justicar might not seem scary, but his lane pushing and healing abilities with his aura in combination with tanky-ness will help win you the game. He is a non-flashy, results oriented character. If you get Lucky, you can play him for like a 6-1-25 game, which would be a great Tank game. Or you might have a more medium game of 2-3-23 /or/ 3-5-18 game. A poor game would be 1-7-11 or something, in this case your team is likely getting destroyed. I enjoy the thought of never dying. Do not expect alot of kills. But generally you should not be dying alot. If you are, your team will most certainly lose.
Strategy guide for Justicar.Akasha (Justicar)
1) Starting Talents: Might, Fitness, Discipline, Integrity, Swiftness, Youth, Wealth (1-3-3)
Can also add Zeal in place of Might.
2) Order of Ability learning: Talents:
- W (Ire) for forcing enemy heroes to attack you, ups in this increase their attack time (max 2.5 sec)
- Q (strike) is like a double stun, first short range, then throw fireball longer range.
- E (Consecrate) for general damage/heal aura
The most important skill to up first is W, since his taunt stun time increases with upgrades. MaX Q next will increase damage on your double smash stun. The aura for the most part scales healing so small, it is not worth starting with. Could also get stats before E.
Actual Order (W Q W Q W R W Q Q Q R E E E Y R Y Y)
3) Item Build:
Generally I find that the Justicar passive is not that big of a deal. ALL Armor items dont seem to make him OP, but it does add up to give a decent amount of damage.
1) Goggles
2) Lost Treasure
3) Buckler
4) Goggles --> Korhal Vangaurd (Armor Aura works great on yourself, strong for lane pushing, and beneficial to partners.)
5) ReBuy Goggles
6) LT --> Silversoul (I find the movement on this item is key for escapes and positioning, I also really like the extra regen and armor/spell armor) (Could also go with impact dial if you like that item, I like silversoul better)
7) Goggles --> Buffer or Chilling (Get 3rd Team item if your team doesn't get it, else continue)
8) Organic Carapace - Mixed with your other Health regen items, you are now becoming invincible.
9) Buffer or Chilling whichever has not been bought yet. (Can skip a team item if someone else bought one, but remember Armor increases justicar's damage, and all the team items provide health. So these are all good items on Justicar.
10) Optional Choices for last item: Lifetech Nanosuit for Increased Spell Resist and Tankyness, Dark Steel Titan (Armor and counterattacks AA heroes), If you cant decide which to go with, I would choose DST.
-Interesting items in pub games only would be Atom Smasher for massive slows with all your stuns. But you already lock people down for a very long time. If you have a partner, they will most likely die anyway. I wouldnt get this item in a serious inhouse game on Justicar though, where team items are key.
4) Notes on gameplay:
Justicar seems boring if you only try him once. He has a massive amount of stuns, but no real pull. This can lead you to think that you can tower dive and get kills. You cant. Your stuns do infact do alot of damage but do not ACTIVELY dive to kill players, Try to have them get "bored" and dive towards you. Then when you catch them, your partner also helps kill them. Try to play Justicar without dying and you will get more kills than if you try to play a deadly attacking tank.
There are two ways to engage with this hero. W then Q: I have found a nice way to engage with Justicar is to use W first, to allow you to taunt the hero towards you and out of position. Hit Q (stun), then fire your fireball (2nd part of Q) stuns them again. During this time you will get in about 2-3 aa's. You do not do enough damage to kill full life heroes. But if you have ANY help at all, the stun time allows your partners to damage with impunity. The more common way to engage is to Q then W: In this way, if you are close, you get the stun then slow on the hero. If they are farther away, you will miss the stun, but the slowing fireball can be thrown 6-7 units away. So you can use this to catch someone who is out of range of your W. Once you catch up to them taunt them, and they are locked onto you.
Obviously the best time to taunt them and let them attack you, is when your ultimate is cast. They will take damage when they strike you. They are forced to strike you with the W. So this is really bad for them. Basically if you catch a hero... they are in alot of trouble, especially if you can hit them with any of these combos.
The CDR on your skills is long enough, that if you cannot get the kill once all your stuns are done... you likely will not get the kill by continuing to chase, you are usually too slow, and have very little natural damage. Think of Justicar as the Tortoise and the Hare. Justicar is the Tortoise, he just constantly there, pushing the lane, and is like a porcupine to attack. But they have to stop you eventually... so they will attack, and you show them how prickly you are. Do not force it, I am usually killed by towers, or helped killed by towers, generally avoid tower diving. In Mid game, you can do some tower dives ONLY with partner support, your job is to catch their hero, tank the tower damage while they kill them. Or if they are so weak they die. In either case play this hero safely.
Justicar might not seem scary, but his lane pushing and healing abilities with his aura in combination with tanky-ness will help win you the game. He is a non-flashy, results oriented character. If you get Lucky, you can play him for like a 6-1-25 game, which would be a great Tank game. Or you might have a more medium game of 2-3-23 /or/ 3-5-18 game. A poor game would be 1-7-11 or something, in this case your team is likely getting destroyed. I enjoy the thought of never dying. Do not expect alot of kills. But generally you should not be dying alot. If you are, your team will most certainly lose.