Fragmented is one of the most unique passives in the game. It compliments the naturally high attack speed
Osiris has and also gives him a large advantage mid to late game against other physical bruisers. Combine
Judgement Tether with this passive and some defense items, and
Osiris all of a sudden becomes very hard to kill.
Since this passive requires you to use 8 abilities in a row for it to activate, using
Sickle Strike in the fountain just as you leave can be a good way to kick start stacking, especially early game. The faster
Osiris becomes tanky, the faster he starts having a large impact on teamfights and in lane.
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Slows |
Sickle Strike is a great ability for slowing opponents, allowing Osiris to chase them. Also, it combos nicely with Spirit Flail, increasing the duration of the slow.
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Sickle Strike is a fairly useful ability with about 3 main uses. Firstly,
Osiris can use this ability to initiate in lane. How you may ask, well, the answer is pretty simple. If you manage to clear the wave first, use
Sickle Strike on you opponent to slow them. Then, begin to poke them with your autos. If they begin to run away, you can use
Sickle Strike again (assuming its off its cooldown) or use
Spirit Flail to prolong the slow. This maximizes the amount of autos you can get in on your opponent before they scamper back to their tower.
Now, on to the second use. Unlike the first use, this tactic is only viable when your opponent has out cleared you (Which is very likely if you are facing a
Chaac). Use
Sickle Strike on your opponent as he comes towards you. This will slow him and allow you to clear the wave before he can poke you back under tower. If he beats you to the punch, pop
Judgement Tether to minimize the amount of damage you take.
Finally, now for the third use. As the enemy wave comes out of tower, use
Sickle Strike on the bigger minion. This will slow the wave, meaning you have a better chance of hitting the back line and the front line of minions with
Spirit Flail.
Spirit Flail is your main waveclear ability. The downside of this ability is unless the wave is clumped up, it won't hit all the minions. To solve this, either tag the first minion with an auto attack or
Sickle Strike.
When using
Spirit Flail, try to aim it so that it hits the enemy solo laner, and hits the minions. Usually, the enemy solo will run through the front and the back line, allowing you to slowly chunk away at his health.
Although this ability is not a large AoE, make sure to always use it in tandem with
Sickle Strike for maximum slows. Also, if you are being chased, you can cast it at your feet and it will increase your movement speed and also hit the god who is chasing you.
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Mitigation |
Judgement Tether allows Osiris to jump into a fight and shut down the damage potential of carries. It also offers an incredibly useful stun for boxing.
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In my opinion,
Judgement Tether is one of the best boxing abilities in the game, for the soul reason that it has the potential to decrease enemy damge by 50%. If you are able to get more then one person inside the AoE, and keep them there for 4 seconds(slows from
Sickle Strike can come in handy for this), you will stun them and most likely win the team fight.
This ability is also good in lane. If you and the enemy solo laner are in close quarters (for example both of you are clearing out the front line of minions), you can pop Judegment Tether and he either has to stop clearing to avoid the stun or continue clearing with reduced damage. Both ways involve you clearing faster and being able to get some free poke from the stun.
Lord of the Afterlife is an invaluable ultimate when playing against healers. It allows
Osiris to dive to the back line and stun the damage dealers, while also disabling any supportive healing that could help them survive longer teamfights.
Generally, when using
Lord of the Afterlife, make sure to go after the recipients of a heal, not the actual healer. For example, it would be a better idea to disable healing for a
Hercules and a
Janus then to disable
Sylvanus from healing himself. Also, make sure to tell you team members to make use of the .6 second root, it could allow them to hit harder skill shots.
When in lane, this ability should only be used when the enemy solo laner is about to be ganked by your jungler, or when they are caught out and you believe you can kill them.
This ability is incredibly useful against gods like
Hercules and
Chaac when in lane.
SKILL PRIORITIZATION
Max
Spirit Flail first as it is your bread and butter (Do this by skipping a point at level 8 and max it by level 9), then move onto your primary defensive ability,
Judgement Tether, while also putting a point in
Lord of the Afterlife whenever possible. Max
Sickle Strike last because it does the least amount of damage and retains it's slowing utility without you prioritizing it.
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that's old.
So, Toast, idk if you remember me but do you still play smite?