Tank/Support Adagio by Gaaarr

Tank/Support Adagio

By: Gaaarr
Last Updated: Jan 21, 2015
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Tank/Support Adagio

Start with Ironguard Contract regardless of position. In addition, pick up a mine (or flare depending on meta) and two potions. Farm to 900+ gold (or 1200 if picking up boots early) and upgrade to a Stormguard.
Your job at this point is to farm as fast as possible and roam lane/jungle to support your a) jungle ganker b) pressured laner while keeping your jungle mobs farmed.
Next item to buy is an Hourglass which you will build into a Chronograph. Your next item purchase should be either Warhorn, boots (or boot upgrade), or a counter-build defense item. Your final build will contain all of the above, so pick whichever is more important (don't undervalue an early Light Armor/Shield).
Once you have a your Warhorn, next purchase should be another Hourglass, or Chronograph - whichever you have gold for. Following this, we buy Crystal Bit into an Eclipse Prism.
Your Chronograph and Eclipse Prism will build into your Aftershock. Your next buy should be either Boot Upgrade or Coat of Plates/Kinetic Shield.
The purchase should be an Oakheart and yet another Hourglass or Chronograph.
The Oakheart should build into a Lifespring, into a Fountain of Renewal; while the Chronograph will build into a Clockwork which will finish the build. The clockwork is the final item which will help you keep enemies slowed, allow you to make the most of your Aftershock, and allow you to heal yourself and teammates more effectively in teamfights (Assuming you don't overwrite your heal which will eliminate the burst effect and only renew the HoT)
A good substitute for a clockwork would potentially be a frostburn which would help your teammates chase.

Final Build:
Boots
Warhorn
Aftershock
Aegis/Metal Jacket
Fountain of Renewal
Clockwork

Playstyle:
This build focusses on supporting teammates and being a frustration to enemies. With a Warhorn, your energy will be capped when farming jungle/lane due to the increased damage vs minions in conjunction with Adagio's Heroic Perk. Adding the Aftershock allows you to harass the enemy with impunity. Mid-late game, taking mines becomes as easy as healing yourself and dealing absolutely massive Warhorn+Aftershock damage to base attacks. In late game, you will do a ton of damage to Kraken (whether you're on the receiving end of an attack or trying to unleash). Also, your job is bringing down turrets/the vain. With proper ability usage to proc Aftershock, it is possible to bring down a turret without minions nearby, though this is extremely risky.
Remember however, that your damage to enemy heroes will be negligible without aftershock procs from abilities and these should be thought of as a method of self healing and energy regen - your teammates are there for damage.
In teamfights, you can either buff a teammate and let them initiate or yourself and rush to the center. This build is focussed on being durable, which makes initiating a teamfight perfectly valid.
Prioritize healing on your jungle ganker (typically a melee), then yourself, then your ranged teammate. Your Agent of Wrath buff should be given to your ranged hero (SAW/Ringo/etc) first, then jungle melee.
Since this build does not contain a frostburn, you need to make sure you are in the center of the action to slow enemies trying to flee/chase.
Make sure you save your Warhorn for your teammates to chase/escape and your Fountain of Renewal to save low HP teammates.
Note on Ult usage:
Adagio's ult is a double edged sword. It is potentially the most powerful ability in the game as it offers a teamwide stun and very high damage. The downside is the massive cast time. For this reason, I use it only for the stun potential and not the damage. For this reason, I do not overdrive (skip the 3rd point) it. Moreover, a reflex block/crucible is not required for this build. There are simply too many counters to it, and most people will build a crucible as soon as the see an Adagio.
Instead of using the Ult to stun/damage, I try to use to to threaten and control movement. As soon as I start to channel the Ult the enemy tends to run from me. This gives space for teammates to escape or can help protect your turret in lane.

Strengths:
-Direct heals of Allied Heroes
-Slow from Self-Healing
-Extremely high damage vs turrets
-Extremely fast farming speed
-Unlimited energy during farming
-Strong vs ganks

Weaknesses
-Low damage vs enemy heroes
-Energy issues in extended teamfights
-Very Gold dependant

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