Passive - Swift As The Summer Storm
Swift as the Summer Storm Regardless of the needless long name, its a very straightforward passive, every ability on cooldown gives you a stack of additional movement speed. This is VERY nice early and late into the game, because it can and WILL surprise people how fast you can chase or retreat from a fight.
Hint: Use
Storm Katax2 and place
Jet Stream outside the base, teleport and THEN use the dash, it will give you 2 stacks and if you want to use
Wind Siphon before teleporting, then its 12% additional move speed at 3 stacks!
1 - Storm Kata
Storm Kata Undoubtedly one of the most hated abilities in the game, took a while for Hi-Rez to find an actual downside to using this because until then, it was a free poke for over 60% of your HP even at early levels, add the fact that you literally CAN'T MISS IT and you have one of the most annoying abilities in the game! Right now it is in a very good place, because you have to dash to deal the same amount you used to. Just remember, if you blow the dash to go spaghetti mode, there is no turning back because most of the time, people will CC you into oblivion if you dash inside their team.
Hint: This ability can hit through walls and you have 3s between each cast. Also, you can auto-attack weave in between the casts which is why some people build
Hydra's Lament for maximum dueling power.
2 - Wind Siphon
Wind Siphon Very complicated ability to use but its usage is nothing but one: interrupt and displace enemies while also providing an initiation for your team. Enemies in the inner center of the ability are pulled in your direction while mini-knocked-up (Similar to
Nemesis's
Slice and Dice)
Hint: You can AUTO-ATTACK CANCEL with this ability just like all his abilities, its also good to pick on that unsuspecting enemy with dashes, this ability completely ignores non-immune dashes!
Thoth,
Medusa,
Cupid and
Rama are a few examples of gods with dashes you can interrupt.
3 - Jet Stream
Jet Stream Tricky to use at first, the range is confusing and the attaching mechanic is very dumb. It sends a cloud ahead which stops on the first enemy/terrain hit and if it hits an enemy be it minion or god, it attaches to it. Either way, you can teleport to that cloud at any time for the next 3s, if you teleport to it then the cooldown of the ability is reduced to 8s instead.
Hint: Under ANY circumstances use this ability to engage, unless you are 100% sure that your team will follow up or if you are 100% certain the enemy has all CC on cooldown.
Think of this ability like
Bastet's
Pounce, some enemies can just wait on your return point to chain-cc you to death, the attaching mechanic is very infuriating at times, I found out that it only attaches if you hit at least half of the radius on the enemy, so keep this in mind when using it aggressively.
Other than that, this ability is very flexible and has many uses, but remember that it's a very strong escape tool.
4 - Typhoon
Typhoon This is what makes
Susanoo actually the king of arena tbh.
Huge Damage? Check
Hardest CC in the game? Check
Large AOE? Also Check
Doesn't it sound like another arena wrecker to you? *cough*
Ares*cough**
Hint: This is the only ability that its not as tricky as the others, a straight-line MASSIVE AOE knockup that pulls people to its center if they are in range, that also deals ridiculous amounts of damage. The only thing you must remember about this ability, is that the actual reach does NOT respect that what it shows on the target-er, its a little bit farther and this surely DOES have an impact on how you will succeed at hitting multiple enemies! On additional note, you have to wait at least 1s to actually knock enemies up, so if you are using
Typhoon for CC/Engage, keep it charging a bit and use
Wind Siphon to pull enemies in its range.
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