Cripple and Counter Mobile Flanks

by GalletaGrande
1.1 3592 views
21
1 +20
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Treacherous Ground
Warder's Field has a 50% increased radius and now cripples.
Warder's Field
Standing Stones
Reduce the Cooldown of Warder's Field by 1-5s.
Warder's Field
5
Caretaker
Standing in Warder's Field heals you for 20-100 Health per second.
Warder's Field
3
Geomancer
Reduce the cooldown of Earthen Guard by 0.5-2.5s.
Earthen Guard
3
Stone Bulwark
Heal for 25-125 Health per second during Earthen Guard.
Earthen Guard
3
Sacred Ground
Standing in Warder's Field grants you 5-25% Damage Reduction.
Warder's Field
1

Guide

Currently, the most annoying builds to me are the high mobility, difficult to hit builds, that pretty much every flank is running right now. There are a few ways to deal with them and one of the easiest and most efficient is to simply cripple them when they move in to attack, ruining any and all mobility advantage they may have. That is the purpose of this Inara build, and it synergizes excellently with Makoa, Terminus, Barik, and many others.

The plan of this build is to trap the enemy in your field and focus fire on them. Bulldozer hobbles this plan slightly, but the enemy has then sacrificed a potential Cauterize or Wrecker making it an equitable trade. There is a lot of versatility with this Inara build, primarily being able to both separate and CC enemies at the same time. It is *very* important to be judicious with your use of Impasse because you will have no cooldown reduction on it and it is a powerful defensive tool, being able to block many ultimates and divide and conquer the other team. Unless splitting the other team into a smaller fight so you can overpower with focused fire, I like to keep it available to fill gaps that may occur in the defense or to block things like, Skye ults, Grumpy Bombs, Terminus ults, Ruckus ults. I hope you see the trend there.

For the most part you will want to start any engagement with Warder's Field and then segue into using Earthen Guard, as they both give you powerful defensive buffs. I like to use Inara to help hunt and kill problem flanks such as Maeve and Lex. It feels great watching a flank try to dash away and then realize they are stuck in a circle of pain and will make them think twice before attacking.

For your defensive item, I'd recommend getting a damage reduction build to further increase your point presence unless you are constantly being CC'd. This is a low priority item probably a third or fourth build unless absolutely required.

For your utility item, you will want to grab Nimble so you can get as close to the enemy as possible before using Warder's Field to keep them stuck in place. Chronos may prove more useful if the enemy team builds Bulldozer, to counter your deployables, so that even if they are destroyed, you will be able to get them back up and running much faster.

For your healing item, it is going to be Rejuvenate by a long shot. Unless you are getting eliminations left and right or your healer is getting absolutely trashed Kill-to-Heal is not as efficient as grabbing Rejuvenate. This is probably the second item you build once the enemy has some Cauterize built up and your healing is getting reduced significantly. It is important to note that Earthen Guard has a +40% increase to healing received, which after Cauterize I is still a net bonus of +10% to healing.

For your damage item, you have many options. Wrecker, Bulldozer, and Cauterize are all viable options to use on Inara depending on the enemy team. If you have a second tank and they have a slower rate of fire than you, such as Makoa or Barik, go for Cauterize so that you can get as many licks in as possible. On the other hand if you are going to be against a Torvald or a Ruckus you will most definitely want to invest in Wrecker sooner rather than later.