Dubious Savings
Type: Passive
Every time
Danzaburou actively gains gold, he stores 10% into one of his money pouches instead. When a pouch is filled, Danzaburou gains bonus gold and a permanent Physical Power increase before switching to a larger money pouch.
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Useful passive that increases your gold and gives you free power. You do not need to think about it, just play, kill things to gain gold and it works. The big tip here is to farm as much as possible to unlock as soon as possible all the stages and gain up to 40 physical power and, 1295 gold (575 extra gold than you stored). Remember that until you unlock a pouch, you will have less gold than the enemy, so it's extremely important to get as much gold as possible to unlock it as earlier as possible.
It's essential to keep in mind that get behind the enemy is a sentence of death, because you gain actively less gold than him, so if you get behind you will allow him to snowball you due to your passive. If you notice that you are at risk of getting behind, stay safe and DO NOT stopping farming.
Fool's Gold
Type: Projectiles
Cooldown: 12 secs
Hit Damage: 95/140/185/230/275
(+80% of your Physical Power)
Explosion Damage: 30/55/80/105/130
(+30% of your Physical Power)
Intoxicate Duration: 0.6/0.8/1/1.2/1.4s
Danzaburou rolls out 3 money bags that pass through and damage Enemy minions, but stop on Enemy gods. When a money bag stops moving or hits a god, it reveals to be an explosive, which detonates after a short delay. Gods hit are damaged and intoxicated, dropping a gold coin that both Danza or any ally can pick up to provide him 10 gold.
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This can deal up to 163/253/345/435/527 (+143 of your Physical Power). This is your priority to clear the wave and poke the enemy. This ability becomes extremely overpower if you can hit all 3 bags and if possible, keep the enemy inside the explosion range. To do it, try to taunt the enemy with your 2 then come close and hit him (or wait for someone CC him for you). Sure, it's an unrealistic scenario but at least hitting all 3 bags deals 395 (+110% of your Physical Power) which remains a high damage number. It's also worth mention that the bags have a delay of 1s before exploding, can bounce up to 2 times, the coins last up to 8s and multiple bags do not stack intoxication.
Remember: your Coins last 8s and Intoxications from multiple bags do not stack in duration.
Subsequent hits of the money bag or explosions deal 15% damage.
Alluring Spirits
Type: Ground Target
Cooldown: 16 - 12 secs
Healing: 20/40/60/80/100
Damage: 80/130/180/230/280
(+70% of your Physical Power)
Danzaburou takes a swig of his sake bottle, gaining health, before hurling it in front of him, dealing damage to Enemies in the inner circle. The bottle of sake applies stacks to Enemy gods in the area slowing, and upon reaching 3 stacks, taunting
(with no diminishing returns) them towards the sake bottle.
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You may use this skill for a lot of proposes like self-peel and get distance (kitting) from enemies trying to stick on you, engaging in a fight, to support a teammate… The taunt opens a lot of possibilities. Try to always hit the center of the area on the enemy, making it almost impossible to escape/avoid the taunt.
Enemies that take more than 30% of their max. Health while taunted are broken out early. If the enemy is a jungle camp, it takes extra 40% damage from this skill.
Tanuki Trickery
Type: Ground Target, Self buff
Cooldown: 16 secs
Movement Speed: 20%
Leaf Movement Speed: 30/32.5/35/37.5/40%
All Damage Reduction: 15%
Danzaburou creates a field where he moves faster, is slow immune, takes less damage, and has no basic attack penalty
(pretty balanced). Enemies in the field are slowed by 20%. If Danzaburou leaves the field, it fades, turning him into a leaf with other decoys that mimic his movement. As a leaf his movement speed is increased, he is slow immune and can pass through Enemies.
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What can I say? The ultimate boxing ability. This ability can make you unbeatable on boxing (fighting 1 v 1) while, if used in a smart way, can also be a good escape. Just remember that tick damage may break your transformation, so avoid them or wait until the end to leave the circle. You are untargetable by towers/phoenixes while in leaf form, are not revealed through the true sight they have (unlike other stealth) and they stop aiming at you when you become a leaf, but it does not stop or make incoming shots to miss.
Any hit from Enemy gods or if Danzaburou himself attacks, he will be reverted to normal form.
Uproarious Rocket
Type: Projectile or Charge
Cooldown: 90 secs
Damage: 300/360/420/480/540
(+100% of your Physical Power)
Stun Duration: 1/1.1/1.2/1.3/1.4
Danzaburou summons a magical leaf that transforms into a large bamboo rocket! While preparing, Danza can aim the rocket within 180 degrees to lock onto Enemy gods, or he can refire this ability to become the rocket, also becoming untargetable. Once fired, the Rocket will pass through and damage Enemy minions, stopping on the first Enemy god/wall hit damaging and stunning them while dealing 50% damage in a larger area.
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Your ultimate is an awesome skill, you may use it to engage in a fight, start a fight, self-peel, escape, or just to become CC immune from something like
Ares No Escape. You are totally untargetable and damage immune while inside the rocket, not even towers/phoenixes will hit you (different from
Heimdallr bifrost which towers can aim/fire while he is teleporting), so you may pass through structures without thinking about anything.
You have 2 seconds after fired to choose if you want to go with the rocket or not
I hope you don't mind I show your great talent to the world using your art here (giving you all the credits of course) :p
I hope you've enjoyed the guide, I love to play as danza he is so fun/funny.
I'm sure you can tell how much I love the little guy too haha
I enjoy him a lot, my favorite ADC rn, and my second favorite god in the game, behind Ratatoskr.
Also...might want to revise the title in other ways, since there's now a 2nd Hunter that utilizes the grass...
Done. Did you like the new art?
Also what do I upgrade the Deathbringer into? I usually go Malicious because haha Fool's Gold go boom, but I want to make sure I'm doing it right because Envenomed is also pretty attractive.
Also also you can't Upgrade Fool's Gold on level 8
DT is 650 gold, and T1 Devo's is 600, so you're left with quite a bit of cash at the start. While you could load up on up to 5 potions, I would personally default to 4 and save a bit of cash. With DT, you've got some reasonable mana sustain, so initial pref would be to start 3 Healing Potions and 1 Multi Potion, though that Multi could be switched for a Mana Potion instead. If you think you're going to be boxing a bit more early game, consider going Mana potion for more ability use. If you really, really want, you can use the last 50 gold and grab another potion of your choice.
For universal function, Malicious Deathbringer is very nice, and since you get some CC out of your 1 and 2, having those up more often for teamfights can be really nice. If you're specifically having problems with, say, 1 tanky frontliner or jungler, Envenomed Deathbringer is probably going to be nicer for control and to decrease your damage intake a bit. Either is fine technically.
Builds already updated, texts will be updated in the next few days!Done!Comments below this are from Season 8 and the ones above from Season 9!
Thats why i hate stacking builds alltime.
Plus, I don't think it's a problem to stack in conquest unless either your support is trolling or he is just a complete brain-dead person.