Squall
Squall
You should max Squall second.
Squall is a very powerful spell, dealing a
significant amount of damage and applying and staggering 50% slow, this
allows you to land a guaranteed hit with your tornado on an enemy god, allowing for significant harass early in the lane, as you should put your first point into squall at level 2. This spell can also be
used to help to catch enemies or to escape from ganks. It does have a travel time, and as such it can be
difficult to hit if an enemy is expecting it and trying to avoid it, however you can circumvent this problem by aiming for minions or other gods near to your target, as
it does have a small area of effect.
While I would not advise using squall to farm with, it can be
useful for finishing off clumps of minions who survive your tornado, or for
stealing the middle gold furies from the enemy mid or jungler. It is significant to note that while this slow is great and can help you to land your ultimate, spirit's tempest, on enemies without escapes, this strategy is not particularly reliable and should only be attempted if you are certain that your ultimate will not be needed soon in a team fight.
Slither
Slither
You should max Slither last.
Slither is the closest thing Ao Kuang has to an escape. It can be used to
temporarily ignore slows and to provide a speed boost which can aid in combat in several ways. It can be
used to chase down enemies by closing distance in order to land a squall and secure the kill, it
can help you to escape from bad situations or ganks and it can be
used to kite melee range enemies when in combination with squall, as you will be able to backpedal faster than they can move forwards.
You should put your first point into slither at level 4, and should
be particularly cautious in the very early game before you have picked it up, as
without this spell you are very vulnerable to being ganked. Similarly, you should be cautious when using this to close distance with an enemy, as it will then render you unable to use it to escape if the situation backfires.
Tornadoes
Tornadoes
You should max Tornadoes first.
Tornadoes is one of the best spells in Smite. By casting only one spell it allows Ao Kuang to
clear an entire minion wave, allowing him
unparalleled control of the mid lane. This allows him to
push hard and put the enemy tower under pressure, or to
safely sit back under his own tower without losing out on any farm. As a result it is
very easy for Ao Kuang to assist his jungler on the mid gold furies, as he can simply drop a tornado on the enemy minions and rest easy in the knowledge that they will die. The fact that
the passive effect of
Gem of Isolation is applied on every tick from Tornadoes' DoT is simply the icing on the cake.
There are a great deal of uses for tornado in situations other than laning.
One such use is to zone enemy gods. For example, if an enemy is attempting to escape through the jungle,
Ao Kuang can block that escape route with a tornado, forcing the enemy to either take a great deal of damage over time, and later in the game, be slowed, or turn around and face the players chasing them. Similarly,
when Ao Kuang is fleeing he can drop a tornado under his own feet as he runs, forcing enemy gods to find a way around or risk lowering their health to a point where you can then consider engaging them again.
One important use of tornado which can save your life early in the game is to
place it under yourself and stay within it's radius. This
can prevent early game ganks as the majority of junglers are melee characters, and as such they will be unwilling to enter the tornado in order to attack you. If they do, then with your basic attacks on top of the tornado's damage,
you will most likely be able to at the very least kill them along with you, and frequently you may find yourself leaving alive with a free kill, particularly if your ultimate is available.
Spirit's Tempest
Spirit's Tempest
Your ultimate takes priority over other skills.
Spirit's Tempest is
perhaps the most powerful spell in the game, dealing enough damage to make even tanks reconsider taking it to the face, and
potentially one shot killing enemy Mages or AD Carries. However, there is a catch. This spell is also one of the hardest spells in the game to land, yet proper use can turn around team fights, and simply
the fear of this spell will cause enemies to think twice before attacking you, particularly in the jungle.
An
ideal situation to use this spell is in a team fight where other members of your team are able to either
zone enemies into a tight group, or to deal out area of effect stuns or other disables, such as
Ares' ultimate,
No Escape, or
Hades'
Pillar of Agony. Another ideal combination is
Fenrir's
Ragnarok, as it will allow you to pick a specific enemy from amongst their team and destroy them with your ultimate.
Using your ultimate in the jungle, rather than the lane, will generally yield better results as there is less space to move around, and you should always
attempt to aim along the path, as it were, rather than across it, as this will force enemies to move to the sides, rather than forwards or backwards. When against a wall, this is impossible and will result in a guaranteed hit in the majority of situations.
There are other uses for this spell, such as in
self defense from a gank or to attempt to snipe enemy players through walls or in lane if they are inattentive. To protect yourself with this spell you should
cast it then move forwards so that after the delay it will hit anyone around you. This can be done
whilst running back to your tower, forcing enemies to keep their distance and enabling you ample time to escape. Once you are used to the timing of this spell it
can be used to hit or kill fleeing gods or enemies moving in a predictable manner, as it has an
exceptionally long range and after the initial delay it's travel time is not too slow.
Anyway Great guide ill remember to upvote it this time ( i guess the arguing made me lose track of that ) .
I feel that Doom Orb is an item that is down to pure personal preference. I prefer it to Book because it is cheap and allows me to pick up early boots which are integral to my play style, whilst still providing huge quantities of early magic power. It doesn't provide any utility, granted, but that is why I pick up Gem of Isolation immediately after.
Again, the idea of picking up a late game defensive item is not so that you can survive being focused down, but rather because later in the game it is more difficult to avoid damage simply by positioning yourself, as enemies become bolder and will take more risks to reach you. As such, having a small amount of defense can help you to survive long enough for your tank to peel enemies off of you, or for you to cast a defensive spell, such as Spirit's Tempest.
If the guide is really hard to read I may consider adding colour to the bold sections, i'll see how it looks. And as for Zhong's viability as a mid, it is not so much an issue of him being a poor mid, but rather the fact that he is much stronger when placed in the solo short lane, rather than mid, and as such it is relatively rare to encounter him in the middle lane, not the mention the fact that in the vast majority of league matches at the moment he is immediately banned.
You are perfectly correct that nobody should follow a guide word for word in all situations, and while I have provided some alternatives and changes that can be applied on the fly, such as replacing Doom Orb with Book of Thoth if you are dying frequently, and the final item options, I completely respect the alterations people will make themselves to suit their play styles, and I don't want to sound like i'm discouraging that. I think we both understand how important developing your own style and a build to suit that is.
As a side note, there's nothing wrong with wanting a good argument, arguing can be fun, friendly and constructive. I'd hardly see wanting to get your point across as a flaw, and I most certainly do not see your criticism and opinions as an attack.
But i would like to argue some of those points. While doom orb is effective it doesn't give you as much utility which you seem to favor ( i do to for the record ) while doom orb gives you damage, conditional at that. Book gives you alot more as well as mana, and Mp5 and puts you in the same situation as if you were to get doom orb which falls off late game. not getting the doom orb will allow for you to get better items like Soul Reaver ( more mana, a great passive and while lees damage it is not conditional). Getting book first also puts you in that farming state and in my opinion is way better. ( i do respect you opinions though i'm simply stating mine )
Wall of Absolution and Focused voidstone while having ok protections will do nothing against the crits off carries or the massvie burst of a mage it will mitigate some but especially late game will not do much. and the only other things they have to offer a done better by other items (eg. the pen from focused voidstone is really pointless if you have spear and the mp5 from wall is not necessary when you have the mana from the book )
I respect your choices with your guide i myself just find it hard to read ( i don't have the best eyesight though so this may just be on my end ). But i completely disagree with Zhong not being good mid, While yes you will not encounter him as much as you would have done before He is a scaling god and the experince mid will do wonders and the fact that you will 99% of the time be facing a mage it will be ghard to shut a good zhong down. but when it comes to anubis while i enjoy him mid you are right there are way better options i simply used him as another example to re-iterate my point.
I Respect your opinions, and love the guide i just felt there are better options then whats there ( again my opinions ).
Oh and one final thing i do not recommend following a guide 100% every bulid is Completely situational there is no 1 size fits all if you would. again my opinions but it is something i find new players doing often and they don't seem to realize that there is not 1 set in stone guide for every god ( i am not implying that you are new but new players may take this to heart which may not allow them to grow as players )
I do appreciate the fact that you have read and replied to my ramblings this is a great guide and i do respect it i just am the kind of person who argues and wants to get my point across ( one of my flaws ) so agin please do not take this as an attack.
-snip-
Getting Book of Thoth late game may not at first appear sensible, however you must consider that if a game has gone so late that you are buying a final item, it is unlikely that the game will end at any moment, giving you ample time to farm stacks before any game deciding team fights, particularly as at level 20 you will have no problems instantly killing minion waves and jungle camps alike. Similarly, I feel that Doom Orb provides more than enough magic power early game, whilst also being extremely cheap. Since Ao Kuang lacks escapes boots are extremely important to keep in position and avoid being killed in fights, and as such the earliest I would consider Book of Thoth would be 3rd. However, I feel that the utility items, such as Gem of Isolation, are more important than raw Magic Power, and if you do want magic power the ideal item is unquestionably Rod of Tahuti. Perhaps swapping the positions of Spear and Book could make sense if you have very low defense enemies, yet all in all I feel that the ideal build would be what I have listed above, particularly if you play as explained in the guide.
In terms of Doom Orb, I will not usually build this item on most Gods, but Ao Kuang is so safe and in my opinion difficult to die on, that you will almost never lose your stacks. He may lack reliable escapes, but as with many Gods, the key is simply to stay in position at all times. Play on the safe side and you will only find yourself dieing if your team wipes.
You say that getting Voidstone or Wall of Absolution does not help, but I disagree entirely. It might not make you into a tank in one item, but that is not the goal. This guide leads you down to building and playing successfully as what is effectively a glass cannon. You are not supposed to tank damage, but rather to avoid it and deal it. By gaining a small amount of protections balanced off with extra damage and pen (in the case of voidstone) you will be able to avoid being instantly killed by spells such as Relese the Kraken! and crits from ADCs whilst continuing to maximise your damage.
As for the layout of the guide itself, I deliberately avoided highlighting important sections in colour as in my opinion it simply causes the guide to look tacky and garish, thus I used bold text instead. I have also considered expanding the opposition section at a later date, and I may do so, however Zhong and Anubis are not characters you will encounter in mid lane, as Zhong is almost exclusively a solo laner, and Anubis is a very weak God for mid. Hell, I might add him just to explain why he's bad.
Finally, I feel that while Poseidon can push, he cannot push as easily or as quickly as Ao Kuang, and while he possesses stronger abilities for 1v1 fights, I support what I have written above. With a little bit of finesse and good play, it is extremely possible and i'd go so far as to say, easy, to push Poseidon to his tower.
Second i do not like Doom orb
third Getting Focused VoidstoneFocused Voidstone or Wall of Absolution
And some additional Critism on your guide ( please do not take this or my itemization criticisms as attacks that is not what they are meant to be )
- Add a bit more Colour the blue and grey make it dull and may discourage courage people from reading
- Add more to your Opposition while they are common people will encounter Zhong Kui
Overall a nice guide ( yes i am aware if the fact that it was released yesterday ) solid info and in my opinion a great skill section ( because only a couple of people actually use pics )
Oh i almost forgot just to add to the Poseidon match up while you are able to push fast he can equally with his whirlpool and tidal surge.
I like the guide, however I prefer to get Book of Thothe, Warlock's Sash, and Ethereal Staff first. After that I usually get Boots and then Polynomicon.
I like Polynomicon because Ao is really a cast and wait kind of god, his basic attack is very weak making it pointless to even try. Pair Polynomicon with the 3 items I already listed and his basic attack will easily do 500-600 damage. You can usually nuke a god down by starting with Squall, basic attack, and finish them with Tornados. If the enemy god still survives, use Slither, which will activate Polynomicon again, and basic attack them dead.
I pretty strongly disagree with the idea of building Warlock's Sash and Ethereal Staff on Ao Kuang, especially before you build boots. You simply do not need that quantity of health, and will find that it is wasted late game as crits from physical gods can reach upwards of 1000 damage, burning through any quantity of health in a matter of moments.
If the idea is to build large amounts of mana to take advantage of Ao Kuang's passive, then again, it is wasted item space as with a full build using the items you suggested you will only gain a total of 84 additional magic power over the build I show here. However, you will have absolutely no magical penetration and no additional slow from Gem of Isolation. The damage from Polynomicon is not sufficient to cover for this lack of utility and the ability to damage players who have built protections. If you desperately want to build Polynomicon, I would recommend replacing Doom Orb with Book of Thoth and building Polynomicon as your final item.
The idea of trying to land Squall > Polynomicon > Tornado > Polynomicon is a pretty idealistic idea, and you will quickly find that attempting to fight in such a way will frequently result in being caught out and killed, or simply stunned and gibbed by an ADC or enemy mage. Since Ao Kuang lacks any form of hard CC, attempting to combo like this in a real fight will very often end badly. As such, you should focus on your utility and spells in order to set up situations where Spirit's Tempest can wreck entire teams in one go, or your team can engage while you put out large quantities of AoE damage and slows.
I like Polynomicon because Ao is really a cast and wait kind of god, his basic attack is very weak making it pointless to even try. Pair Polynomicon with the 3 items I already listed and his basic attack will easily do 500-600 damage. You can usually nuke a god down by starting with Squall, basic attack, and finish them with Tornados. If the enemy god still survives, use Slither, which will activate Polynomicon again, and basic attack them dead.