Artanis - An advanced guide by Rasamith

Artanis - An advanced guide

By: Rasamith
Last Updated: Sep 16, 2018
13 Votes
Build 1 of 2

Artanis

Build: AA build - anti spell damage

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Artanis

Build: Dash build - anti AA or blind

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Explainations Top

Now let me start off by saying I don't play hero league. If that repulses you feel free to move on. What knowledge I do have comes from 200+ quickmatch games, and lots of trials and testing. I've been blown up many times, but I've also performed quite well in most games i enter, and i think it comes from a thorough knowledge of this champion and all his abilities.

Now, seeing as how this is an advanced guide, I'm going to assume you all understand all the different swaps, that you can pull over terrain, but not through allied buildings, how all his base abilities perform, and basically that you've played enough of him to want a good strong selection of builds and talent picks.

I aim to offer you just that, along with reasons why I choose what i do, and why I avoid other talent picks.

AA build Top

Exceptional single target burst combined with enhanced mobility and survivability. A lot of people run triple strike or attack speed fast prism and a lot of people blow up and die because Artanis is not tanky without proper talent picks. As a general rule, of you deal high damage but need to hold still to do it, you're a prime target for focus. As a friend of mine always says "I find I do most of my dps when I'm alive"

Lvl 13 spell armor is an absolute must. In fact, the only reason i would choose otherwise is for the second build I've suggested, which trades 50% spell armor shields for more frequent shields and better ranged/aoe dmg.

I think it's plain to see I hate triple strike. Builds focused on augmenting twin strike to achieve either camp killing potential or some kind of % health dmg fantasy really should crunch some numbers first. I've done all camps/bosses with both of these builds along with the twin blades/triplestrike/AO builds i see recommended everywhere, In game as well as in try mode, extensively. What you gain for sacrificing big armor is maybe 5 seconds for almost every camp. Except soloing a boss which nets you a whopping 10-15 seconds.

This build is high single target damage to everything, buildings minions, mercs, and heroes.

This build works as an effective way to tank as well as pressure/kill-secure high spell power teams. It also puts out decent keep/core siege damage.

This build performs well taking camps.

Dash build Top

With some reluctance I entered the world of spell power Artanis a few months ago, and the payoffs have been astronomical. So much so that this is now my go-to build if I'm the team's only tank option.

This build sacrifices single target damage, so you won't be able to stick to people and remove them from fights like the other, but you will gain just crazy shield generation and exceptional aoe damage pver the course of a fight. Blade dash has a nice long range, so provided they don't always keep a stun in their back pocket, you can duck in and out badgering their mages/healer without ever really abandoning the team to the enemy tank. Doing more damage to gain more shields. I usually will save oull for peels rather than diving, as your role here is primarily to be a big aoe damage frontliner, and even if you really wanted to, unless they help reset your dash, you don't have much kill potential with this.

Talent at level 20 combos too well with rapid blade dashes to give up for mobility talent.

This build does excellent at taking out bruiser camps, and doing steady aoe teamfight damage over time, along with top notch lane clear.

Survivability. I used to think auto attack was good. If you can line people up or even use minion waves, you become very very hard to bring down without a stun/root or super heavy spell damage, which would need to be timed perfectly.

Conclusion Top

It's at this point I open the floor. I'll gladly talk at length about anything aside from triple strike. I will never be able to justify further reducing a hero's mobility, when the vast majority of people identify a weakness of his as "being easy to kite"

Trading low cooldowns for one extra auto attack, which you effectively lose anyways in not having your double strike up as frequently. All of this leading to: even if triple strike DOES give you a miniscule bonus, it comes at the cost of literally constant 50% spell armor if you're fighting, or more shields. Both things that yield substantial bonuses as a teamfight breaks out.

Nevermind, apparently I don't mind talking about it.

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