Tremors Inara, Master of Contesting

by Vampragon43
4.3 547 views
1
0 +1
Share this deck


Tremors
Impasse now has 2 charges and its Cooldown is reduced to 12s, but you are unable to destroy your walls.
Impasse
Crag
Heal for 150-750 after activating Impasse.
Impasse
5
Plateau
Gain a 125-625-Health Shield for 3s after activating Impasse.
Impasse
5
Stone Bulwark
Heal for 25-125 every 1s while Earthen Guard is active.
Earthen Guard
2
Steadfast
Increase your maximum Health by 150-750.
Armor
2
Insurmountable
Increase your maximum Ammo by 1-5.
Armor
1

Guide

Hello, I am a front line/support main, and I first came up with this build after messing around with Inara. Instead of going my normal builds, I decided to go Tremors instead. And as I played on certain maps, I started to notice just how well I could contest the objective with the build, and I wondered what potential it could have. So, I made a complete build for Tremors to capture and contest the point for as long as possible. This is my master Tremors build.

To start off, you absolutely need Crag V. Plateau V is of similar value to Crag V for reasons I'll mention in a little bit. Steadfast II is decent for the build as well and Stone Bulwark II is a decent tool of self sustain, and you are free to trade levels between the two. Insurmountable I is completely optional and can be switched out for any other card.
At the end of the day, the two most necessary cards are Crag V and Plateau V due to the fact that you have two charges of your wall with Tremors. Note that Crag V has a 5 second cooldown, so you must give it time to recharge before activating the healing with another wall. That is why Plateau V is also important: in dire situations where you cannot wait 5 seconds to use your second wall after popping the first, Plateau V will give you a good-sized emergency shield as a lesser replacement for Crag V's healing. This is because unlike Crag V, Plateau V has no cooldown for its effects.


So, to begin, this build is meant to abuse the uptime of your wall. Due to the fact that Tremors lowers the cooldown to 12 seconds, and walls last for at most 5 seconds, you can rush Chronos until you become a constant wall-building machine. But since you are rushing Chronos, that means that you will have to rely on allies to get Cauterize which shows the biggest problem with this build: it requires your team to be good at their job.
If your team is not competent and dies on their own and can't kill or deter the enemy, then the enemy team can surround and overwhelm you with relative ease. However, if your team is good at deterring or even simply distracting the enemy, thus leaving the other tank and healer as your only direct competition, then you will be able to stall the point with absolute impunity due in part to both your ability to block off the enemy tank and your own great self-sustain from your cards. And because you are a tank, you will gain large amounts of credits from capturing and contesting, which can go into furthering your own defense by buying more items or upgrading Chronos.

If you are on the objective and being pushed back hard by the enemy, you simply pop a wall to defend yourself. In most situations, you should do this at the very end of the objective, so that you are barely stepping on it enough to contest. This way the enemy will have to go out of their way to chase you around your wall and thus ignoring the objective and placing them within range of your Warder's Field. One thing that you should note is that Warder's Field deals damage through your wall, so if your enemy is hugging your wall, eager for it to break so that they can start attacking you, then you can use Warder's Field right next to the wall to gain free ultimate charge while also discouraging them from waiting behind your wall.

Another major selling point of the build is that your walls are capable of more than self-defense or sustain; they can keep an enemy from finishing off an ally by popping a wall in the enemy's face thus halting their advance. This ability to completely block off enemies is also responsible for a massive selling point of the build: if your are either pushing the payload or trying to stop it at a choke point, you can use your wall at the choke point where the payload is, contesting it through your wall while blocking the enemy from doing anything about it. And with maximum Chronos, every time your wall falls, your next one is ready to use. This means that you can stall a payload with absolute impunity as long as your damage dealers are competent enough to keep enemies from taking separate flanking paths to surround you.
Examples of choke points where this is most effective are in Frozen Guard; one where the payload passes under the building about halfway through the push, and another right at the end of the push where it must go under the bridge next to the spawn room. The wall is large enough to completely block off such areas.

Thank you for reading this build. I hope you all enjoy watching as your most tilted enemies desperately buy Bulldozer III as a last resort to counter your walls so that they can finally capture the point; but alas, they cannot, as you are the master of contesting.

Back