Combat Slide

by d3rpyb01
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Heroism
Gain Immunity to Crowd Control and reduce your damage taken by 90% while using Combat Slide.
Combat Slide
Warrants Out
Increase your Movement Speed by 10-50% for 2s after Combat Slide ends.
Combat Slide
3
The Hunted
You gain 10-50% Lifesteal against your Retribution target.
Retribution
3
Wicked Don't Rest
Reduce the Cooldown of Combat Slide by 5-25% for each enemy hit by your weapons.
Combat Slide
4
Commencement
Increase the travel distance of Combat Slide by 10-50%.
Combat Slide
2
Justice Served
Heal for 15-75% of your maximum Health after getting a Killing Blow on your Retribution target.
Retribution
3

Guide

Do you find yourself with bad supports? Ones that can't heal you while/after you flank or kill an enemy? Well then this deck is for you (even if you DO have good healers, this is a great deck and at the end I will suggest some edits you could make if you have a reliable support)! As Lex, one of your main goals is to seek and destroy key members of the enemy team (and peel for yours!), which are usually healers. If you are playing against good opponents, they will have a flank (or maybe a damage/offtank) to peel for their healer(s), which makes your job alot harder. Let's say you have your bounty target on a healer, and bam, you walk around the corner and there is another enemy with the healer keeping them safe. Chances are, you won't be able to 1v2 every single time, so I present to you, Combat Slide. With the Heroism talent, you recieve a whopping 90% damage reduction during your slide, as well as Crowd Control Immunity! When combined with Wicked Don't Rest (and Chronos if the situation allows), it is quite possible to slide every few seconds, which is very helpful, so allow me to explain the other cards I have selected. Using Warrants Out, you get up to 50% increased movement speed for 2s after using your slide. This is especially good when you pair it with way(s) to reduce/reset your slide, since it has no internal timer. While it is up to you, I usually don't use it at any more than Level 3 (it's jsut what I'm used to). Next up, The Hunted. A very good card when you take into consideration that you plan to assasinate important enemies, and get out fast. The lifesteal really helps when it comes to random bouts with opposing flanks that are peeling for their supports, and it also just gives security making it a little safer to go for poke damage on targets that you can't flank yet. Justice Is Served is a kind of Kill To Heal of sorts. When you get a killing blow or on your retribution target, you instantly heal for a percentage of your max health. This card is generally only included when the deck also has Juke Boots (probably around Level 2), because since it's healing is based off of a percent of your max health. But even without extra health this is a great card to have, it has saved my hide more than once after I have gotten a kill when I was very low, then was healed just enough to get away safely, so I highly reccomend this card. Finally we have Commencement, a card that I have only recently noticed the potential of. Even though the highest Level I would use it at is either 2 or 3, it really does it's part. When you're sliding into or away from an engagement, the extra distance is pretty noticeable in my opinion. In fact, it could very well (and often does) save you time and/or an extra slide. Though slightly less visible, you may realize that enemies have an especially hard time hitting you. Many players have seen Lex's Combat Slide and around about how far it goes, so when you throw that off even just a little, they usually will miss more often, meaning you get yet another advantage in those oh so important duels. Like I said at the beginning, I will now include some changes that you could implement should you have a reliale healer on your team. I generally use the same deck with minimal changes whether or not I have a support or not, but here are a few changes you could make to it. First of all, The Hunted is definitely not required if you can rely on your support. The common replacement that I see is either Juke Boots (50 hp per level) or Assail (Generate 3 ammo after using In Pursuit per level). Of these I would definitely go with Assail. About 69% (nice) of the time when using In Pursuit, you are using it to finish off an enemy after you have run out of ammo, so ammo regen will almost always be in play, and has saved me (and allowed me to get epic plays!) mulitple times. Other than that it can also be a good idea to switch out Commencement for Restock (regen 1 ammo per level after killing an enemy), but of course only if it fits your playstyle. Thanks for checking this out and remember, stay derpy!