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The Vigilant
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Now let's go into Heimdallr's abilities. His passive is
The Vigilant. It allows you to see enemies a little bit longer when they are revealed, so pay attention to the minimap. It also increases your physical power for the amount of enemy gods that you have vision of. So this is up to 15% extra power for you, meaning you should try and have as much vision of enemies as possible and encourage your team to ward whenever you can.
He also deals a little less damage with crit, meaning his burst and DPS is slightly lower than that of other hunters, but this is not to a problematic degree in my opinion.
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Piercing Sight
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His first ability is
Piercing Sight. First you throw your sword into the air and it reveals enemies in a 120 unit radius around it. This is good if you're expecting ganks anywhere and it also helps you locate enemies in a team fight.
Additionally, the ability can be re-fired to make the sword crash down to the ground. At that point, it no longer provides vision, but it deals AoE damage. This can be used for clearing, but primarily it is your main poke tool, and it has quite a long radius. You can easily get enemies under their towers with this as well, and it can deal relatively high damage with 320 base damage and 95% scaling.
Something worth noting about the usage of this ability is that no matter which casting form you use, if you're using the ability to get vision and you don't want to throw the sword down right away, then press the button for the ability twice. If you press it once, then the targeter will show up immediately, and your next basic attack "click," so to speak, would activate the sword and make it crash down. If you press the button twice, the sword will stay in the air, and the targeter will go back to normal basic attacks, and then if you press the button again depending on your casting mode, you will either instantly fire the sword to the ground, or you will have the targeter to fire the sword to the ground again.
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The Gjallarhorn
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His second ability,
The Gjallarhorn, is a massive cone in front of him that deals tick damage (40 + 35% scaling), 5 ticks maximum over 2.5 seconds. Enemies hit by it are slowed by 15-25% depending on the rank of the ability, and the slow affects both their movement and attack speed. The slow duration is 1.5 seconds after the enemy leaves this cone effect, either through canceling this ability, the enemy walking out, or the ability finishing.
The fact that this lasts on means you can use this for boxing another hunter as well. You can throw in a basic attack, then use your 2 and cancel your 2 right away, and the enemy will still be slowed in both their movement speed and attack speed, making it easier for you to hit them, and making them hit slower.
But that's just one part of the ability. Additionally, the ability will stop channeling after two seconds and knock back enemies close to Heimdallr, dealing relatively high damage to them as well. This can be used as a good deterrent to keep enemies away that are trying to get close to you, and it will set up basic attacks very well as well, but it can also be used more aggressively to set up your own ultimate, or to set up a basic attack by going in with
Blink Rune, for example.
The Gjallarhorn also has massive waveclearing potential, and is probably going to be your main clear along with your basic attacks. While channeling the 2, your protections are also increased by 16-40 depending on the rank. This immediately when you cancel the ability or the ability ends.
An interesting thing to note is that this ability works in tandem with his 3, so if you go into your 3's teleport while using The Gjallarhorn, then Heimdallr keeps channeling the ability and you can teleport somewhere behind an enemy and knock them back right away, if your crystals are placed that way.
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The Bifrost
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That brings us to the 3,
The Bifrost. This ability allows you to place two crystals on the map, between which you can teleport. You can put them very close together for a quick teleport, or at a further distance. The further the distance, the longer the teleport warmup time until you actually move. This can vary from 0.5 - 3.5 seconds. There is a short internal cooldown for placing crystals on the ground of 1.25 seconds. This can be reduced by cooldown reduction, and this can be used to reset your basic attack chain as well. It does not proc
Hydra's Lament anymore though.
The cooldown of the teleport between the crystals varies. It is unaffected by cooldown reduction, only by leveling the ability. The base cooldown is always 14 seconds for the shortest distances. The further the distance is of your teleport, the longer the cooldown is. It can scale up to 210 seconds at the first rank, and 90 seconds at the highest rank. So if you want to you can use this as a teleport to your lane from base, but then you will have it on a very long cooldown and can't use it as an escape in the meantime.
If you want to use it as an escape in lane, it's recommended to already put down one crystal at a bit of a distance so that you don't have to put down 2 crystals in the heat of the moment, because by the time that happens, you're already dead. I personally find that using it for a variety of purposes makes this most useful. Sometimes you use it as an escape, sometimes you use it to corner an enemy and to surprise them while chasing them, and sometimes you use it as a teleport from base if the situation requires it.
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Through the Realms
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Heimdallr's ultimate is
Through The Realms. He charges at an enemy, similar to
Ne Zha, is CC-immune for quite a while during that, and then swings his axe to launch an enemy into the air. After that, the enemy takes various hits of damage (the details aren't important to us). What we need to know though is that he takes 3 ticks of Muspelheim damage, and 2 ticks of wall hit damage if we want to know the total damage of the ability.
The enemy is in the air for 4 seconds, and during that time you will see a targeting area on the ground where this enemy will land. When the enemy lands, they're also still affected by a 25% slow for a brief duration. The duration is labeled as 2.5 seconds, but I was unable to find out if this starts while they're still in the air or exactly when they hit the ground. This ability deals massive damage to squishies, but it's also relatively good at keeping away targets that try to bother you in a team fight.
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Basic Attack Chain
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Last but not least, Heimdallr has a very unique basic attack chain. His first two attacks will have 1.3 times the normal swing time and deal 1.3 times the normal damage. Additionally, both of these will cleave targets around the enemy that you hit for 33% of the damage. The third attack which is not cleave, deals 1.5 times the normal damage with 1.5 times the normal swing time.
I'm not Gulf, but I'm guessing he's joking here...from my conversations with him, he respects you quite a lot and watches/links a lot of your vids.
I think that wife beater look on you is 1) comfortable and 2) appropriate for living in Australia (hope by the way you're safe in your location).
I also hope you're safe in your location. Thanks for taking the time to give us quality videos.
Kriega has a point on DB though.
In the Classic ADC build, you go into 5 items MINIMUM before crit. So one of the options would be Heartseeker in 6th slot and trading Boots for Fail-not (higher ability damage with lower CD, extra crit chance after ulting and generally high DPS).
The alternative idea here is building Fail-not in 6th slot and trading boots for Wind Demon. Reasons being that Heimdallr has a very easy time getting Wind Demon's passive, mobility adding a lot of safety in lategame and the AS on Wind Demon offsetting the AS loss from trading out Ninja Tabi.
That said, I wouldn't be opposed to using Deathbringer in that slot either. With the upcoming S7 changes, Malice might also be a solid alternative. At the end of the day, Wind Demon was meant to be a boots trade item and I think at that point of the game, almost anything is possible. Even items like Magi's Cloak fit here, I just threw in a small number of items that I figured would have a purpose.
Sorry for any confusion this may have caused!
however he also does not use 6 items in the build so it probably means either go those 2 crit items or heartseeker fail not. who knows