Flank'ara 1.0

by Lop <3
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Treacherous Ground
Warder's Field has a 50% increased radius and now cripples.
Warder's Field
Summit
Activating Impasse underneath you applies a 300-1500 knockup.
Impasse
4
Insurmountable
Increase your ammo count by 1-5
Armor
2
Sacred Ground
Standing in Warder's Field grants you 5-25% Damage Reduction.
Warder's Field
5
Rolling Stones
Getting an elimination reduces all active cooldowns by 8-40%
Armor
2
Lodestone
Activating Warder's Field generates 1-5 Ammo.
Warder's Field
2

Guide

With the release of the new BattleByte Inara skin in the next Battle Pass, I figured that I'd revise my Flank'ara strat. In her regular playstyle, Inara lacks any sort of movement, but with the use of Summit, it changes the game as to how Impasse is utilised. This is the only way I use Inara, I find her regular playstyle lackluster, and repetitive, that's how I came to create Flank'ara in the following of Flank'nando and Flank'oa. With this kit, Inara can use Impasse to access highground, have an escape option, manoeuvre the map easily, take shortcuts, jump/drop onto enemies, block off escape routes, occasionally Frontline still, and most importantly, flank. Treacherous Ground is the best Talent for this kit, it keeps her enemies down on the ground, in close range where she wants them to be, and the larger area is very beneficial so she isn't restricted to a small area and her foes can't just run off/outside the area, and combined with Sacred Ground she can outlast enemies in this zone. Tremors is only really useful if you are practicing how to use Impasse most effectively or testing what to do on particular maps, and Mother's Grace is useful but not as useful as Treacherous Ground, generally just use Defensive items respectively from the shop instead of Mother's Grace. Summit is a must-have for this playstyle, otherwise you remove all her movement which would remove her capabilities to be a flank, a 4 for this ability is standard, but some maps such as Timber Mill have vast benefits if you increase it to 1500 knockup, being able to access areas you otherwise wouldn't be able to with such ease. Tip: Unless you use Impasse for blocking exits etc. you can generally remove the Impasse once you've been launched into the air, so you don't waste 5s waiting for it to disappear before the cooldown even starts, and also ending Warder's Field once you've killed an opponent/have no use for it anymore. 7 ammo seems to be the best fit for this kit, you could maybe improve it to 8 if you struggle at first at taking out foes. 7 seems to be sufficient as to getting kills. Sacred Ground is a staple also, allowing you to outlast opponents(Especially with Earthen Guard), whether it be by occasionally Frontlining or flanking and just absorbing damage in general/taking on multiple opponents at once. Could be 20% or 25% depending on other card choices/Summit level. Removing CD times is always a good thing, you will have to be wary that while Impasse and Warder's Field are active it cannot reduce cooldown, useful at 16% or 24%. Ammo regen is helpful while fighting, stop her needing to reload as often. Items in Shop: Caut is a good pick most of the time to secure kills, or you can block most healing with your wall, but Caut is generally easier/leaving Impasse available for an escape. Kill to Heal, good for if you are weak after killing, and even just for if you poke at enemies and get healed from other's kills. Morale Boost/Nimble, her ult stun is extremely useful to have on hand at most times, Nimble helps her to get around the map easier alongside Summit. Respective Defensive Items, make decisions for yourself based on what you're struggling with, need the most. Other Useful Abilities: Crag, Caretaker, Shear, Stone Bulwark, Steadfast. This kit will still be revised over time and adjusted as needs be, and as there has been more practice with this particular playstyle. Any part of this loadout is subject to change. I hope this has helped in some way for a new perspective on a usually lackluster Champion.