Captain Guide (Ardan) by Josh040

Captain Guide (Ardan)

By: Josh040
Last Updated: Jan 31, 2017
1 Votes
Rating Pending
Build 1 of 1

Ardan

Build: Build #1

Ability Path

Julia's Gift
Heroic Perk
Vanguard
1
2
3
4
5
6
7
8
9
10
11
12
Blood for Blood
1
2
3
4
5
6
7
8
9
10
11
12
Gauntlet
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
Low
High
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Threat Hero Notes
1
Reim Slow moving melee based heroes will have a hard time keeping up with a carry that has a vanguard at it's disposal.
2
Krul
3
Vox
3
Ringo
4
  No Threat
5
Alpha
6
Ozo
6
Idris
6
Catherine
6
Baron
6
Gwen
7
  No Threat
8
Koshka
8
Glaive
9
Taka Any enemy hero with strong burst and gap closing abilities is dangerous to an Ardans team.
9
Kestrel
10
  No Threat

Captain Top

It is the Captain's job to protect the carry and jungler and to provide utility to their allies. The captain must make split second decisions and act upon them just as quickly or a fight, or even the game, can be lost. Captains use Fountain of Renewal to keep their allies health up and must use Crucible to block any negative effects that the enemy may force upon their allies.

Start of Game Top

With the addition of the elder treant and the extra 10 seconds before the jungle monsters, the beginning of the game can go many different ways. Many times it is for the roamer to decide how this is played out. In the early game I prefer contesting the elder treant, while also beginning to farm your jungle. The roam should head directly to the jungle shop bush on their own side while the jungler starts farming the front minions and treant. If the enemy team has not started trying to take the elder treant, then now would be the time to use the flare to see if they are in the tri-bush or the shop bush. If they are not there it is usually safe to take the elder treant as the enemy has probably moved to their backs. If they are there still you must either tell your laner to rotate down, decide whether you can overcome the enemy roam and jungle, or rotate to your own backs.

Early-Mid Game Top

After the first rotation the Captain must then decide if he is more useful in the jungle or at the lane. Most of the time the Carry needs more help in the lane except for if your jungle is frequently invaded. Fountain and tier 1 boots should be the first thing build shortly followed by crucible. It is not recommended to initiate a team fight without fountain of the enemies early game composition is strong.

Late Game Top

At this point in the game one wrong move be can make a huge difference. As a Captain you must be ready to use a crucible the instant the enemy uses their most dangerous attack(Koshka's ultimate, Adagio's ultimate, Samuel's ultimate, etc...). Timing is everything at this point in the game. Being prepared with a crucible, fountain of renewal, or a vanguard are crucial. Keeping the enemies away from the carry and keeping the enemies carry from escaping are extremely important here.

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