Although
Bakasura can surely do it all, there does come a point where he needs a bit of help! As there is one where he should DEFINITELY not be in lane with specified gods.
The Chart below will simplify the process.
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Bakasura
The Great Devourer
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Foes
Legend
Blue = Not so bad, but still a threat.
Yellow = Exert caution, but is still possible to deal with yourself.
Red = No survival, get out of there.
Agni
What are you doing in a lane with this guy? Okay, assuming you're not dead yet, this guy has massive CC with his
Noxious Fumes and
Flame Wave skills -- both of which will allow him to stun and do massive damage to you. Even if you attempt to escape, his Path of flame skill will allow him to easily close the gap and his Ult
Rain Fire can easily block your path of escape, very easily securing kills.
Difficulty:
STAY AWAY FROM HIM (Hard mode)
Forced to engage: The best thing I can tell you is that Agni is fairly squishy and the best way to deal with him is to gank from behind. This is assuming if you have someone to distract him long enough for you to come in and rain hell, otherwise you'll more than likely be stunned while he path of flame's away and then promptly be executed with
Rain Fire.
Ymir
Alright, we all know him as a fellow friend and foe and typically he isn't too threatening; however, this is assuming you somehow find Ymir alone and without some powerhouse ready to nuke you back to base. More than likely the latter will be the case and it's no wonder -- With Ymir's
Ice Wall skill he's able to possibly block you off while a mage or warrior hacks away at you. Now, it's not really the problem since
Bakasura has his
Take Down skill and can easily pass over this wall; however, Ymir also packs
Frost Breath and
Glacial Strike in his arsenal. Both skills that not only can do damage while slowing, but also literally freeze you in spot while enemy gods take pot shots at you. Ymir's ult
Shards of Ice really doesn't have any danger other than having a potential snare effect until you can exit the AOE.
Difficulty:
Potentially deadly, but also just a fat annoyance.
Forced to Engage: Definitely not the squishest of tanks, but very often times (at least when you find a stupid Ymir) they'll seal their own demise. With the use of
Hastened Fatalis you'll be able to literally stick to him and hammer away while he desperately attempts to
Ice Wall you out of existence. An action that not only blocks him from turning back, but possibly also stops pursuing allies. The only other skill that could serve some trouble is
Frost Breath which potentially could stop you dead in place as he laughs all the way back to base.
Ao Kuang
More of an annoyance in terms of farming up your precious minions than anything, Ao Kuang still is able to offer a bit of danger. His Squall, and
A MIGHTY STORM~ Tornadoes abilities can leave you a sitting, literally thrashing duck for the pickers if you don't die from the constant damage received from tornadoes. Another problem Ao Kuang persists is his slither ability which allows him to quickly run away from you (negated if you have Hastened Fatalis) Ao Kuang serves his true potential when paired with a character like
Ares or
Hades and he follows up their ults with his own Spirit Tempest
Difficulty:
Very squishy alone, but can be the end of you if paired correctly.
Forced to Engage: As
Bakasura, the norm and best case of action is to take most gods behind; however, this can prove difficult with a character like Ao Kuang since he's almost
ALWAYS backed up by some form of support or warrior. The best course of action, in this case, would be to wait for him to waste some CC, turn on
Butcher Blades and wreak havoc with a combination of
Qin's Sais and
Hastened Fatalis
Freya
I
HATE, HATE, HATE, Freya. Not only because she's quite the force to reckon with in a lane, do to her
Pulse ability that not only slows you and all allies nearby, but also heals Freya with each connecting hit. Her
Banish skill also can ruin your day by launching you air-born and '
snaring' you while she either escapes or prepares to
Irradiate you out of existence. Her Ult
Valkyrie's Discretion is no laughing matter either -- for it does essentially the same thing that
Pulse does, but with the added annoyance of Freya being invulnerable to any form of CC or attack. In short,
SHE NEEDS A PATCH.
Difficulty:
Underwhelming if you're in a group, but alone she can ruin your day.
Forced to Engage: Now Freya is the type that I really have no planned strategy for -- it's all kind of tossed into the air do to her abilities. The most success I've had playing against a
'GOOD' Freya I was in a group consisting of
Hel,
Ymir and
Bakasura. The best course of action being to let her waste some CC on your tank and support, and go in for the kill as she goes to retreat -- this being if she doesn't instantly ult and fly away from you while blowing you up with pulse orbs.
Guan Yu
Guan Yu is one of those 'gods'. You know what I'm talking about, occasionally you'll come across one that just wrecks everything and then the norm is you'll find them weeping and sulking in the safety of their Gryphon statues. He's one of those gods that can do insane amounts of damage using his
Warrior's Will and
Taolu Assault skills, but can then negate the damage he received in his crazy attack, whilst also healing his allies, do to his
Conviction skill. Not to mention he has possibly one of the best chases in the game
Cavalry Charge, a move that literally allows him to do damage to you, whilst avoiding all CC, slowing you down by 25% and then snaring you in place when he dismounts his horse.
Difficulty: Situational really!
Can be a bit annoying in terms of healing enemies and constantly forcing you to rely on your healers or return to base,
or simply be a massive target for you to get fed.
Forced to Engage: Assuming you're either fighting a really bad Guan Yu or a really good Guan Yu, the tactics could change. If it's the first, simple harassment and ganking strategies will more than likely secure you a kill, (especially if supported by a tank or support character with plenty of CC) if it's the latter, CC focusing on Guan Yu and cutting him off from his allies can ensure not only a kill, but possibly mutliple when Guan Yu's allies no longer have a steady healing radius.
Isis
You either love her or hate her, but Isis is truly a threat for Bakasura. With her
Wing Gust ability she can easily out maneuver you and propel herself away from danger whilst doing moderate damage to you and allies. Her
Spirit Ball ability can easily stun you and any ally within a vicinity to allow maximum ganking from enemy gods or further wrath of Isis. Isis's
Dispel Magic ability can also slow you and allies whilst dropping your overall magical protection if you manage to get trapped within it's range, and to top it all off, her
Circle Of Protection ultimate can easily stop you from securing kills whilst potentially killing or damaging you excessively from it's second ability if you manage to get trapped within it's radius.
Difficulty:
Can easily defer you from securing kills or even set you up to be killed. Extreme caution is advised.
Forced to Engage: Like oh so many other gods, Isis isn't exactly the toughest to kill -- that being said, by no mean should you run straight at her. If at all possible, get her to chase you and lead her back to a support character to help you secure the kill. Ganking can also work; however, be cautious of her CC.
He Bo
Another classic example of a squishy god that can do major harm. He Bo has always been a fan favourite in terms of a 'combat mage'. Although his abilities aren't necessarily filled with CC, they do manage to do quite a bit of damage.
Water Cannon being a prime example of him being able to reach widely (a cone if you will) and do moderate damage. This is normally followed by his next ability
Waterspout which allows him to reach ridiculously far out and launch you into the air, doing tons of damage and topping it off with a 2s stun. Although I said He Bo isn't exactly super CC focused, he does have his
Atlas of the Yellow River ability that allows him and allies to quickly move across it's vicinity whilst slowing enemies that move into it. Typically, this is followed by his ult
Crushing Wave which is a full frontal attack that propels himself forward and obliterates anything that is unlucky enough to get caught -- normally squishy assassins.
Difficulty:
His squishiness is combated by his raw, magical power. Proceed with caution.
Forced to Engage: As I'm sure you can guess, He Bo isn't exactly super dangerous on his own; however, very rarely will you find him not attended by at least a second god. The best course of action is to attack quickly from behind after he has expended some of his abilities, quickly because his cooldowns are just ridiculous.
Bacchus
Not quite Freya level, but Bacchus is still
bloody annoying.
A god armed with little more than massive CC abilities and obnoxious noises, Bacchus offers endless amounts of sustain and support to his allies whilst being a fairly decent tank.
Chug is his first ability that fits this description to a 't'. It allows Bacchus to not only resist magical and physical damage, but also carries onto his passive which in turn reduces the damage he receives even more. His
Belly Flop ability adds to the annoyance as he's able to fling all allies into the air whilst slowing them for 2s if he's reached 'tipsy' level. This move is quite normally followed by
Belch of the Gods which does magical damage every .5s for 2s whilst stunning allies if he's 'tipsy', but to end this graceful encounter with this obnoxious god is his ult
Intoxicate one of the most vile moves I've ever come across in Smite. It literally 'intoxicates' all allies into a free falling stumble whilst doing 70% of Bacchus's magical power. To top it off, if Bacchus is at the 'smashed' level of his passive, he gains a magical buff.
Difficulty:
Extremely drunk and dangerous. Avoid at all costs.
Forced to Engage: Bacchus is
NEVER alone, and to be quite honest, I don't personally know how you could counter Bacchus as Bakasura. Your best bet is to avoid him at all times.
Ares
The finest example of 'killblock' I've ever seen. Ares is the epitome of a awful time.
Although he's often revered for his killing combos when mixed with
Ao Kuang or
Poseidon it is quite honestly easy to negate that (with the use of
Purification Beads) His real problem is
Shackles an ability that prevents you from using movement abilities (
Take Down) whilst slowing you and doing magical damage. To top it off, he can fire this up to three times at you within 2 seconds. His next ability
Bolster Defenses is more of a buff to his allies than anything; however, if you're slowed and prevented from doing movement abilities, this move also protects him and his allies from your physical damage and any CC your allies may try to throw at them.
Searing Flesh isn't so much dangerous for it's damage output, but the fact that Ares is immune to knockback during the duration of this ability, but to finish it all,
No Escape was the ability previously mentioned that draws all enemies inwards and stuns them whilst doing 40% of magical damage.
Difficulty:
Easily negated but still a threat in team battles.
Forced to engage: Alone he is no hassle, even for a tank, but he is rarely seen soloing lanes. The most efficient way to deal with him is to have him waste CC on an ally as you come around the back and effectively '
give him a warrior's death'
Chronos
Second to only Freya is Chronos. Bakasura typically has a hard time with ranged characters from a frontal attack; however, Chronos is an entirely different story do to the famous combo of
Stop Time and
Time Rift a move that not only gradually slows you before stunning but also does up to 85% of Chronos's magical power. Also in his arsenal are the skills
Accelerate a move that literally makes Chronos move and attack faster (typically done with his basic attack) and
Rewind an Ult that literally lets Chronos return to a previous status of health.
Difficulty:
If at all possible, avoid frontal attacks but pursue ganking opportunities for he is very squishy.
Forced to Engage: As stated above, Chronos (like any ranged character) can be a headache for Bakasura or any assassin; however, luckily for Bakasura, he's
very very squishy. If at all possible get him to waste abilities on some of your beefier teammates while you focus on getting around him and cutting his escape off.
Paired Allies
Neith
Neith offers a decent ranged hunter that can not only snare with the use of
Spirit Arrow, soften up and harass an enemy with
Unravel, slow and potentially give you the kill shot while she retreats with backflip, but also can snare an enemy that's currently retreating away from you (or even kill an escaping enemy) with
World Weaver. All in all a solid laner and even better potentiality for kills.
Hades
Hades offers that oh so tanky goodness that Bakasura just lacks. He also offers various goodies in terms of softening and leaving enemies open to attacks from Bakasura. With his passive
Blight in affect, all of his abilities have various additional effects.
Death From Below will not only do a solid chunk of damage, whilst being a good initiator, but also slow the enemy down long enough for Bakasura to get a good bead.
Shroud of Darkness offers an excellent way to repel enemies off of Bakasura's back by causing fear, or to leave them open with no chance of CC use so Bakasura can secure the kill.
Devour Souls is an excellent explosive based move that also can heal nearby allies if they're in range whilst doing moderate damage, and
Pillar of Agony is simply an amazing snare/draw in that not only constantly does damage, but also lowers the enemies defenses -- a great time for Bakasura to use
Regurgitate (if two or more enemies are present.)
Poseidon
Much like Hades, Poseidon offers great Crowd Control but with the added benefit of doing damage and even knockback. Poseidon's Tital Surge is an excellent move that not only does a good chunk of damage, but can also potentially ward off a pursuing enemy after an injured Bakasura.
Trident is an excellent move for Poseidon to soften up a fleeing enemy while Bakasura readies for a kill.
Whirlpool is much like Hades's ult in terms of pulling enemies constantly inwards whilst doing damage -- potentially softening up beefier targets, and finally Release the Kraken is an excellent ult that knocks enemies up, stunning them, while doing massive damage. Leaving them none the wiser to an onslaught of
Butcher Blades.
Ra
Ra's overall healing potential, slowing of enemies, and damage output is what makes me choose him over a character such as Hel.
Celestial Beam offers a great distraction to enemies, while also doing moderate damage if it manages to hit.
Divine Light is the previously mentioned slow that also does a moderate bit of damage while also blinding enemies for a short time.
Solar Blessing is Ra's healing ability that allows all allies/minions that stand within the beam to be healed whilst doing damage to enemy gods and minions, and
Searing Pain is Ra's ult that allows for him to potentially slay or severely wound a fleeing or potential target.
Ymir
For the same reasons he's an avoidance for Bakasura, he is also an ally.
Ymir offers slows with his
Glacial Strike ability while also being able to prevent a fleeing enemy (or pursuing) enemy access to base or you with
Ice Wall.
Frost Breath offers a good snare that keeps enemies in place while you ready to deliver the final blow, while his ult
Shards of Ice can be the needed benefit to keeping a large group of enemies together while you ready your own ult.
Anubis
Anubis is a hard hitting, CC junkie, fun to lane with god of death. Although he is fairly squishy, and will need moderation by either you or another, his
Mummify (A snare) +
Grasping Hands (AOE damage and slow) + plague of locust (magical attack) combo offers series damage to an already wounded (securing a kill) or to an unsuspecting, pursuing enemy. To end it all, his ult
Death Gaze almost will always ensure to scare off any pursuing enemies.
Artemis
Artemis, much like Neith, offers a variety of snares and slows, while also doing relatively well damage. Transgressors fate offers a nice hold while doing slight damage to an enemy -- especially excellent when pursuing an unwary god.
Vengeful Assault offers a barrage of ranged attack on an enemy, quickly softening them up.
Suppress The Insolent offers a good chunk of damage to a god whilst slowing them -- allowing Bakasura to quickly catch up or execute the fleeing enemy, and I would be distraught not to mention
Calydonian Boar one of my favourite pairs as Bakasura -- The move quickly moves around to gods in a vicinity, stunning and damaging them, giving Bakasura the chance to execute his
Regurgitate Ult or
Butcher Blades.
Hercules
Hercules is essentially one of the most annoying CC warriors and with good reason. His moves can practically feed a family of hungry Bakasura children.
Driving Strike can potentially deliver an enemy to Bakasura's open gullet, or drive one away so you can go cry in a corner and tend to your wounds.
Earthbreaker does a moderate amount of damage and if hits right, will launch an enemy into the air, delivering them at Hercules and Bakasura's feet.
Mitigate Wounds is more or less for Hercules sake, but it does make him very self reliant, and
Excavate allows Hercules to 'chase' down enemies with a giant boulder. Great for escaping, wounded enemies.
Sun Wukong
Now it took me awhile to warm up to Sun Wukong, but after doing so, I can say I enjoy having him as a lane partner. Magic Cudgel is actually very useful for executing escaping, wounded enemies whilst
Master's Will offers a bit of a knockup to surrounding enemies while doing damage -- an effect that can give Bakasura just enough time to escape.
72 Transformations is useful 2/3 of the times. His Ox transformation has a nice popup effect, once again, allowing Bakasura to escape, whilst his Tiger transformation does a nice amount of damage while stunning an enemy in place.
Somersault Cloud is an effective matter of allowing Bakasura to have an 'OP minion' fight along his side whilst Sun Wukong prepares to strike down and possibly deliver killing blows.
Ah Muzen Cab
What isn't there to like about the bee king?
Swarm offers a fair bit of damage that's constant and can jump to multiple enemies and when in pair with
Hive there's practically an endless swarm of bees to constantly infect and attack afflicted gods (this making them light up on your minimap).
Honey allows for not only an amazing slow, but also in pair with
Hive a debilitating swarm of angry bees, and his ult
Stinger can be a debilitating end to an enemy god for, if it doesn't kill them, applies his passive bees (lighting them up on your minimap) and slowing them for 3s.
Regarding Arena, you may want to pick up some cooldown reduction. Your ultimate is your greatest asset in this mode, as it cripples and enables your cone attacks. The more you can use this ultimate, the more kills you will probably get.
Because, lets face it, Bakasura ultimate pretty much guarantees a kill.
Great guide! Useful and insightful information.
I'd disagree here. No item to sacrifice for CDR. Just get sprint and/or weakening curse
good guide btw
Either give useful insight or remove the section.
I believe sprint is really valuable on Bakasura. Mobility can sometimes make up for your lack of CC. A simple slow can hinder your engagement quite a lot.
One thing I notice, however, is that you have Bumba's Mask listed in the 'Ode to Actives' section when it isn't an Active. :P
Easy upvote.
But, I'll mention one thing that bugged me through the entire guide, your use of the word "do" rather than "due". Sometimes I'd be reading a sentence and see "do" there and think it was a typo, then reread the sentence a few times to finally figure out you meant it as "due".
Sorry about the grammar Nazi, it just made it really difficult for me to read for some reason.
Why yes, I was referring to you b-baka.
Anywho! I wasn't quite sure if going into detail as to when to use Bakasura's skill would seem like first nature or not, but now that you say it would help, I think I'll add just that! Possibly even pictures for the death.
And I totally am working on the actives as of right now!
1. Your username.
2. The "Baka-head" (if you were referring to the Japanese word ばか)
3. Going over the fact that just because you want to play Baka doesn't mean you should play him - team composition is important.
4. Solid explanations of what how to play as the game progresses from early to late game.
5. The Friends and Foes section.
6. The solid BBCoding.
Normally, I think describing when and how to use every skill is essential, but considering it's Bakasura (lol) and how you cover what to do against many gods, I think it's fine. It would still be great to explain them, though. Actives are just as important to explain as items, as Zombie mentioned, so going over the ones to get (and ones to not get) would be cool beans.
Nice job.
I understand entirely where you're coming from, and quite honestly, I agree with you! However, that's why I state that this build is honestly quite situational. Bakasura is a man of many faces depending on how you buy and focus your items. There's countless times that I buy Asi over Qin's Sais FIRST in order to capture the Gold fury. The builds I posted are just what I NORMALLY end up building as, but I can see where you're coming from (being a fellow player of Bakasura).
I appreciate your time looking over this colossal guide though! And I'll take a look at adding a page about Actives.
Some things that you may want to consider: If you're doing well early game and your team helps you with the jungle and you are getting the mid camps, try rushing Hastened Fatalis before Warrior Tabi allowing you to do far more work with your 3. Once again, if you've finished your main course and you're suitably ahead when it comes to damage output it may be better to push through another lifesteal item like Asi or (my personal fav) Bloodforge, as Qin's Sais' 15% never quite feels enough for me.
Other than that, you may want to include some guidance on Actives. Beads, Enfeebling/Weakening Curse or Blink seem to be my go to options.
Great guide, top level info and humour to boot :)
"You're on fire"