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lly attacking you before your teammates, your're doing your job as a protector (unless you constantly get caught out). Imo an early armor doesn't overweight the health scaling to vanguard your teammates. It is however crucial as a carry to buy an early T1 defence.
Early on they may choose to focus either one of you down, since damage outputs are relatively the same between you and your carry early on.
So yeah as I said in the guide "everything is situational", it really depends on the patch and enemy comp, but i still recommend double oakheart as a "general" start.
Still though, +1
Contraption gives you infinite vision and even stats. What's not to love?
IMO one shouldn't prioritize it over Fountain but it is very useful.
1. It's simply more cost effective to buy mines and flares (contraption doesn't help win teamfights, a fountain however does). The money from assists from the won teamfights are worth way more than the money eventually saved from contraption.
2. By the time you have extra gold to build it, the game has already ended, or entered a phase where simply flares are enough.
Also, alternating current really doesn't go well with his kit. If you really want to go offensive Ardan (which I don't recommend in higher tiers), I'd pick up a shiver steel and breaking point.
Remember, don't be greedy as a tank. By building yourself unkillable, you can bait them to attack you while your vanguard also keeps your teammates alive. Outplaying the enemy support is a free ticket to victory (unless your teammates are utter morons who can't take care of themselves).
Also, alternating current really doesn't go well with his kit. If you really want to go offensive Ardan (which I don't recommend in higher tiers), I'd pick up a shiver steel and breaking point.
Remember, don't be greedy as a tank. By building yourself unkillable, you can bait them to attack you while your vanguard also keeps your teammates alive. Outplaying the enemy support is a free ticket to victory (unless your teammates are utter morons who can't take care of themselves).
2 second less of a ult time hardly matters, hell even if Gauntlet lasted for 3 seconds it would be alright. Mere seconds are what it takes for you and your carries to shut an isolated enemy down.
Also, building yourself unkillable doesn't mean your carries are unkillable. If you try to bait them in, more often than not they'll switch to your carries immediately once they come in sight.
Building dual Dragonhearts to ward off CP carries is not a good idea since because of the reason I stated above and the fact that you have no utility - which is why I always get a IGC-built item when I play supports first or second (Warhorn, Contraption).
As for building Ardan unkillable, I was referring to spending them on either support items. Since in the guide i mentioned not to go for selfish defense items, any other support items of your choice will have utility and grant defense anyway.
And no offense, but warhorn/contraption as first item is never built in high tiers for a reason -- it doesn't contribute to the fight. (With the exception of cantraption Cath in [1.9], it provided too much utility)
Also, once you start playing Ardan, against a tankier team a full Gauntlet duration is a must. The point of the Gaunlet is to disrupt the enemy as long as possible, a mere 3 seconds, hell even the 6 seconds with 2 skill points is hardly enough as late game approaches. I don't see the point of trading extra seconds for a ~25 extra damage on a 20sec cooldown skill (~25 is considering base armor, <20 bonus if any sort of armor is built).
Everyone has their own preferred playstyle, and what works for you is the best build. This guide is to provide info and tips for less experienced players from a Ardan main since he came out.