Warden leads from the front, jumping into the fray and hindering his opponents' ability to fight effectively. But what Warden considers brave, others consider reckless, and if he's not careful he can easily find himself in over his head.
Warden leads from the front, jumping into the fray and hindering his opponents' ability to fight effectively. But what Warden considers brave, others consider reckless, and if he's not careful he can easily find himself in over his head.
Still a bit of a WIP.
Lean into Puddle Punch damage early game, tansition into damage
from Splatter and Goo Ball late game.
Your biggest power spikes are Improved Burst, and Torment Pulse
in the mid game. Diviner's Kevlar is also a pretty good spike late
game.
Pick up Vitality items as needed throughout the game.
Usually left to right, but get Melee Lifesteal after Extra Charge if you're ahead
If slots are super tight later you CAN sell this for Diviner's, but it hurts. Extra damage / CC / mobility
Sell later for Warp Stone
If your lane is getting pushed in hard, and you can't CS. Swap for Hollow Point Ward
If you're getting low in lane pick this up. Turns a loosing lane into a stalemate
Surprisingly useful on Viscous. Helps all 4 abilities as well as Warp Stone and Torment Pulse
Currently my only item to help you move around. You can swap for Kinetic Dash if you prefer -- keep if you can HMC
Does a lot of work late game, not bad in the mid game
Flex 1
Grab a green item before you finish these
This pretty much singlehandedly keeps your Splatter relevant in the mid game. Triggers on your 4 too
Flex 2
Sell Hollow Point Ward when you need the slot
Grab 1+ of these mid game
If spirit carries are becoming a problem
Lots of bullet carries with sustained damage
After these, fill your slots as needed
As soon as you get flex 3
Imbue 4
Grab one if someone is a BIG problem
Lots of incoming spirit damage. Especially if they have 3+ heavy spirit damage characters
Lots of incoming bullet damage. Especially they have 3+ heavy bullet damage characters
You won't get Cube T5 until the very end, and it's not really worth deranking 4 or 1. Plus double cleanse is not a bad thing
Bursty bullet carries are really giving you a hard time
Bursty spirit carries are giving you a hard time. This one is tough because you have to find a slot for it
Upgrade or last flex slot
More ult power for your last slot. If your teamfights are longer than your ult, grab this. Imbue 4
Basically just a 12% damage bump. I usually pair this with Reverb
Splatter
The Cube
Puddle Punch
Goo Ball
1
1
2
2
5
1
2
5
5
1
2
5