Herbal Medicine
Every 12s
Chiron collects herbs for a poultice, which increases all healing
Chiron recieves for each poultice he carries. Each time he uses an ability, the lowest health ally within 30' is healed, consuming a poultice.
Ability Type: Buff
Healing Bonus Per Stack:
10%
Healing Per Consumed Stack:
30 +
5 / God level over 5s
Max Stacks: 3
Radius: 30
NOTE: even though the formula says
30 + 5 / god level, it means
30 + (5 X god level), so if you're level
10 the formula is
30 + (5 x 10) which equals
80.
Thoughts:
Keep in mind that if you have the lowest health of all people in range and on your team, this will target you. This will keep you alive a bit longer during those long teamfights, and it helps your teammates as well, but not being something you can target on anyone in particular, it's not as reliable compared to a
Hel's,
Aphrodite's or
Chang'e's healing abilities.
It's a nice passive,
but that's just about it.
With 3 stacks. You heal for
35 at
level 1,
80 at
level 10 and
130 at
level 20. It isn't impressive considering that you have
1960 hp (with no items) but it helps.
Moreso than
Vulcan's passive Heavy Shot -cough-
Training Exercise
Chiron warns his teammates to evade the area, removing crowd control effects so they can escape before it explodes, damaging and crippling all enemies in the area.
Ability Type: Ground Target
Damage:
70 /
125 /
180 /
235 /
290 (+80% of your physical power)
Cripple Duration: 1s
Radius: 17.5
Cost:
55 /
60 /
65 /
70 /
75
Cooldown: 15s
Thoughts:
I mostly use this for poking at enemies, but to ensure they stay in so that it blows up on them, you should try to target the circle directly on whoever you want to hit; usually people tend to back away, instead of turning around and running which gives them more speed, which gives it enough time to explode in their face. It's also great when you're trying to outrun enemies with slows like
Bacchus's
Belly Flop or
Artemis's
Transgressor's Fate; just pop it at your feet as you're running away, assuming you're not just going to use
Giddyup! instead.
Of course, you can also just drop it on distracted enemies who don't realise they should run away; as it doesn't damage your allies, you could just drop it on a large team fight when your enemies are paying attention to more immediate problems.
Masterful Shot
Chiron passively marks his enemies as targets when he damages them with Basic Attacks or
Centaurus, reducing their Physical Protections by 3%. He may activate this ability to fire seeking arrows at all marked targets within range, damaging and slowing them.
Ability Type: Cone
Damage:
55 /
100 /
145 /
190 /
235 (+70% of your physical power)
Mark Duration: 3.5s
Slow:
25 /
27.5 /
30 /
32.5 /
35%
Slow Duration: 3s
Range: 55
Cost: 65
Cooldown:
14 /
13 /
12 /
11 /
10s
Thoughts:
So good. So good. So ******** GOOD! You can never get enough from this ability, that's how good it is. You can eat it for breakfast, lunch, dinner and still not be satisfied by how good it is.
This ability is what makes
Chiron the
Centaur of attention; whilst the mark is attached to your basic attacks or
Centaurus and accordingly has the same range as each, the shot distance is infinite; even if your target is a
Janus and uses
Portal to get away with 5-10% HP left, he isn't getting away from this.
True story. I laughed like a maniac as I pressed 2 and looked the other way for other targets to engage.
Editor's note: Masterful Shot doesn't care about distance and doesn't care about walls, but still won't hit anyone who happens to be invulnerable, such as
Neith in the middle of a backflip, or anyone in-transit through a
Portal of
Janus's; wait around a second after someone enters a Portal if you want to hit them.
Giddyup!
Chiron gallops forward damaging enemies, knocking up minions, and kicking enemy gods behind him. Chiron may fire Basic Attacks while charging.
Ability Type: Dash
Damage:
70 /
95 /
120 /
145 /
160 (+50% of your physical power)
Cost:
70 /
75 /
80 /
85 /
90
Cooldown: 16s
Thoughts:
Your mobility skill. Also probably your escape plan. Whilst
Chiron eventually gets strong, early on you don't really want to be stuck in melee with anyone, let alone
Ne Zha,
Loki or
Thanatos;
Giddyup! is how you avoid this.
As you can also make basic attacks whilst using this, it's also reasonable for catching up with and killing someone attempting to flee from you, or rushing to support a teammate.
However,
Giddyup! does bad things to your turning-radius, so you really want to have a straight road or near enough in front of you when you use it. You can also only do basic attacks in front of you whilst
Giddyup! is active, so you can't really make fighting retreats with this.
I find the damage
Giddyup! deals to be inconsequential, and further points invested in
Giddyup! only increase the damage and the cost of it; if you want
Giddyup! primarily for mobility, just put the one point in it and then leave it alone.
Centaurus
Chiron is transformed into a constellation, and can fire three long distance shots, even through walls. If
Chiron would be killed during this ability, he does not die until he runs out of time or shots.
Killing an enemy in this state returns Chiron to life with health equal to the damage dealt instead. Applies target mark.
Ability Type: Line
Damage Per Shot:
100 /
145 /
190 /
235 /
280 (+90% of your physical power)
Range: 120
Cost:
80 /
90 /
100 /
110 /
120
Cooldown: 90s
Thoughts:
First, obviously, this applies marks for
Masterful Shot similar to how your basic attack does, but with much better range. With marks lasting for
3.5 seconds and
Centaurus firing with a small delay of around
0.5 seconds between each shot, you have ample time to fire all three shots off then use
Masterful Shot for further damage on your targets.
Second, it can fire through the environment. It can also fire through enemies, and will mark (and, of course, damage) each one a shot goes through; the marks won't stack (though the duration will refresh), but you can mark more than three people in total with
Centaurus, as a result. Of course,
Masterful Shot will also work through the environment, remember.
Because it pierces enemies,
Centaurus can synergise rather well with crowd-control abilities, such as
Ares'
No Escape; enemies that can't move, can't dodge.
Centaurus is an ability designed to be used at range, and you can't really do much to defend yourself in melee whilst it's active. So
Centaurus can backfire quite badly; whilst you can normally move around during
Centaurus, if reduced to
0 HP for any reason whilst
Centaurus is running you're stuck in place until it times out or you use all shots (and you die), or you manage to kill someone (and you revive).
Canny enemy teams may just hang around to make sure you die from it, one way or another.
Canny
Chirons may pop
Centaurus if they know everyone needs to flee and not everyone will survive; you can't die until it runs out, one way or another, and too many people see you as a valid target regardless.
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