Open air-best movement & harass

by MrMilu
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Omnipresence
Your Ambush gains an additional charge and can now be used on allies.
Ambush
Gathering Shadow
Reduce the damage you take by 5-25% for 2s after Ambush ends. This applies to each Ambush in the chain.
Ambush
4
Infiltration
Heal for 70-350 after activating Ambush. This applies to each Ambush in the chain.
Ambush
2
Contemplation
Heal for 100-70s after activating Dash. This effect stacks.
Dash
3
Shadow's Perch
Increase the range of Ambush by 10-50%.
Ambush
4
Memento Vivere
Increase your maximum Health by 40-200.
Armor
2

Guide

Omnipresence is underrated. Some maps beg for it and it's crazy how quickly you can move (TELEPORT ACTUALLY) all over the place. No one can follow you and you can cause massive confusion. And chaos is a flanker's best friend. Pick any open air, top down map, like Sawmill, Splitstone Quarry or Fishmarket and you can own it.
I play a lot of enveloping shadows as a default, but I realized by playing this build you teach yourself how crazy useful a fcng TELEPORT can be. A TELEPORT!.

This build is a massive sniper killer too. Even from way back just teleport to friendly tank to get closer then up in the air straight then teleport to sniper.. And remember to Teleport, shoot 1-3 basic or even dash then teleport then teleport etc. Trust me you can't be followed if you are doing it right.
I like going in from way back as I learn where I have my peeps to teleport back if in trouble.

3 teleport 3 dashed and sprinkle basic atck when ever you can!

I usually aim for
1-2 Chronos along with cauterize or what is necessary.
Greens get kill to heal or Rejuv.
Sometimes I have to go Haven too or even Deft hands (to be able to finish my reload mid-air!)

Build: I really like my Teleport range (Shadow Perch) at 4 and remember, 3 teleports and 3 dashes that's why the rest of the build!