Why does Roaming Arlott Work?
Arlott is one of the heroes who can easily transition from early game assassin to late game tank. Having played Arlott is all types of matches, 1 thing I noticed is the damage fall off. No matter how big the early game lead is, Arlott's damage falls off really hard late game, even if you build all damage. By playing him as a roamer, you can utilize his early game damage to play as an assassin sniping kills all over the map, which will give you enough gold to eventually build tanky and having impact during late game.
- Emblem and Battle Spell
I run the Fighter emblem on roam Arlott, because it gives him spell vamp for that increased sustain plus the added damage and defense are big pluses for early and late game respectively.
Agility is to be able to close gaps to get your dashes in, you'd be surprised how the small increase brings about huge results. The movement speed increase is always good for when you need to be in position for certain team fights and objectives.
Tenacity for tankiness, I know that spell vamp is a big deal on Arlott, but you'd be surprised how much impact tenacity has, because you'd tend to find yourself low on HP. The extra defense Tenacity offers, can be the difference between dying and being tanky enough to cast another Vengeance.
Focusing Mark for team synergy. You are a roamer first above all, so being able to help your team deal damage is a big thing. Focusing Mark is easy to place on enemies, because of skills which allows you to damage several heroes at the same time.
As for the Battle Spell choice, I tend to go with Petrify for that extra crowd control. Since you may find yourself jumping into a whole team and being able to Petrify more than one hero will activate Demon Gaze, thus giving you several free dashes on Vengeance, which then sustains you.
Other viable Battle Spells would be Flicker for if you're needed to set up more and Vengeance to become tankier. Though I personally think they don't synergize with Arlott's kit that much, but they are still viable options if given the right opportunities.
- Item Build
My go-to blessing is Dire Hit, because it is great for early game aggression. Though another viable choice would be encourage as it synergizes well with Focusing Mark. It also works very well with a gank or team fight oriented line up.
If you aren't dying much early game or if you're able to get gold quickly, you like to double down on assassinating softies. You'd prioritize taking a Fury Hammer and Azure Blade for early game offense. Depending on the situation, you can first complete Hunter's Blade (If you plan to play aggressive) or Thunder Belt (If you feel like you're taking a lot of damage). Those two will be your only "offensive" items, because by then your damage would've fallen off and it would be time to build tanky.
Item build may potentially look like this:
DO NOTE! The boots are situational.
The usual end game build looks like this:
Sometimes, the games last so long that your damage output no longer matters, so then it is time to transition into a full tank build, which looks like this:
- Gameplay
For Arlott roam to work, your team must have a lot of crowd control. This is to ensure that Arlott's passive, Demon Gaze, activates and allows you to dash in with Vengeance for free, and this is also your way to sustain as a late game tank. The more crowd control your team has, Arlott has more damage and more sustain.
In the early game, you play as an assassin. Passive marked soft heroes are your prey. Your combo can easily burst them down early, all the while staying in full health thanks to Vengeance's healing effect with the Demon Gaze passive. Because of Arlott's innate healing abilities, mobility and stun, it is hard to pick him off. His early game sustain is what gives him an edge over other assassin roamers.
The combo* is: Free Vengeance Dash >> Stun w/ Dauntless Strike >> Free Vengeance dash >> Final Slash >> Free Vengeance dash >> Petrify** >> Free Vengeance dash
* If you have Azure Blade or Thunder Belt to make the combo more efficient, you can weave in basic attacks after every skill use.
** If not in cooldown
When it reaches Mid to Late game, Arlott plays more like a tanky fighter. The softies are a lot harder to burst down, so your job is to be a nuisance during team fights. Your job as tank Arlott is to harass the enemy team while soaking up all the skills and damage the enemies put out. This is also a way to set up with Arlott, by getting everyone to come at you, and surviving until your team can respond. This is when utilizing Arlott's healing is crucial, as this is your way to sustain yourself during team fights. Using your Dauntless Strike to stun for enemy pick offs and your ultimate to mess up the enemies' positioning or as a zoning skill (Though the cooldown of Arlott's ultimate increased, you can use it to check bushes to give vision of the enemies hiding). Maximizing the use of Arlott's short cooldowns will make you more effective in this role.
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That's it for my Roaming Arlott guide! Hopefully it was enough information to interest you into trying it out! It has been working for me, so maybe it could work for you!
As always, comments and ideas are welcomed and encouraged!! With every guide, it is a work in progress due to buffs and nerfs.
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