Speed Off Tank Ruckus

by Niiggão
OB67 2750 views
12
3 +9
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Aerial Assault
Advance gains a 3rd charge, standing still causes Ruckus to jet upwards, and the cooldown of Advance is reduced by 1s.
Advance
Fuel Reserves
Increase the distance of Advance by 7-35%
Advance
5
Extended Magazines
Advance generates 10-50 Ammo.
Advance
5
Proximity
Activating Advance grants 4-20% damage reduction for 3s.
Advance
1
Refraction
Reduce the Cooldown of Emitter by 1-5s.
Emitter
2
Warden
Increases the duration of Emitter by 1-5s.
Emitter
2

Guide

Itemization:

- Haven;

- Chronos;

- Life Rip;

- Cauterize;


There is not much secret to this deck. His focus is on Advance (F), the idea here is not to be Tank (Ruckus is a Damage Tank as confusing as it may seem) it is impressive that there is a more robust Tank on the team to stay at the capture point by your side.

The key to victory is to use the Advance at the correct time, along with Legendary Aerial Assault and Extended Magazine in your deck, you will hardly need to recharge in the MID and LATE game. In doubt Focus the enemy Support. And if he is to get a slaughter and the starter flee goes back! Its high mobility will guarantee you Kill and a safe escape if you are aware of the CoolDown of Flux Generator (Q)

An interesting thing to do when focusing is to use Advance (F) stopped countless times, as it does not cancel the Rocket Barrage (Right) and its basic attacks. Basically you become a Drogoz for about 5 seconds, so you can attack over shields and have a better field of vision of the enemy.

Another interesting point is to use Advance (F) several times in the center as it is very difficult for the enemy to hit you.

"GL and HF." Niiggão,

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