FlashX's Signature Ardan by FlashX

FlashX's Signature Ardan

By: FlashX
Last Updated: Mar 19, 2016
26 Votes
Build 1 of 1

Ardan

Build: ONE PUNCH ARDAN

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

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Threat Hero Notes
1
Catherine Everything Catherine can do, Ardan does better. Whether it's initiating a team fight, saving allies, or focusing down an enemy carry, Ardan will do it better. While blast tremor can be extremely detrimental, top level ROAM players are learning how to Crucible this ability nearly every time thus removing Catherine's greatest strength.
2
Petal Contraption. Contraption. Contraption. If matched up against a Petal, Contraption should be Ardan's first item. With a simple basic attack + blood for blood + basic attack combination, Petal's munions will ALL be dead in less than a second. And this scales throughout the game. Contraption applies 2.5m splash damage thus all munions are affected by one swing from Ardan. Don't be scared to fight her munions head on.
3
Koshka Koshka saw some extreme nerfs to the cooldowns on her abilities in 1.15 and her presence in the jungle is a good indication of this fact. Ardan's Vanguard is extremely effective at negating the burst damage from Koshka.
4
Fortress Law of the Claw is extremely debilitating for any tanky hero. Fortress is perhaps the single strongest alternative if both Ardan and Adagio have already been chosen.
5
Skaarf Skaarf saw a significant increase in gameplay in 1.15, including gameplay from the jungle. Fan the flames is actually incredibly weak against Ardan because of both Julia's Gift as well as Vanguard. Skaarf also lacks mobility making him susceptible to the movement speed boost from Vanguard as well as the Gauntlet. The only advantage Skaarf has is his ability to distance himself from Ardan and apply poke damage from afar.
6
Blackfeather Blackfeather will sit on top of Ardan without fear. Using Feint of Heart to build Heartthrob stacks and On Point to create a health barrier, Blackfeather is also incredibly tanky against Ardan. Once he reaches level 6, he will also have the mobility to negate the movement speed boost that Ardan is able to grant his allies.
7
Adagio His sheer flexibility to be viable in every position - lane, jungle, or roam - has made Adagio a menace in 1.15. His increased base on Gift of Fire and Agent of Wrath has made Adagio the hero with the single highest ban/pick rates. Either commit to fighting Adagio or run away before he kites you down.
8
Skye Skye is the kiting queen. While forward barrage does significantly less damage to Ardan compared to other heroes, any time Ardan comes close, Skye will simply suri strike away.
9
Reim Similarl to Krul, Reim feasts on melee heroes. While Ardan may be incredibly tanky, Reim may be the one hero who is tankier. Constantly using Winter Spire will build a 35% fortified health barrier on Reim which is incredibly easy to do against Ardan.
10
Krul Krul prey's on all melee heroes and Ardan is no exception. Early game fights can be extremely difficult as he has not yet built up very much damage and Krul is hard to take down. Keep flares on you to see if Krul is charging Shadows Empower Me.

Top

My name is FlashX. I am the ROAM player for Team SoloMid who recently won the North American Winter Championships as well as current reigning World Champions after winning Season 2 of the Vainglory International Premier League. I have been playing Vainglory since September 2014. My highest achieved rank is Vainglorious Silver. I am currently Vainglorious Bronze in the Winter 2016 Season and our team was the first team in the world to achieve the team rank of Pinnacle of Awesome (Now currently POA Silver). You can check out my previous guide on 1.14 ROAM TAKA here: http://www.vaingloryfire.com/vainglory/guide/1-14-roam-taka-13667 Even though this patch is old, the same concepts and strategies apply.

This guide will focus on playing Ardan as a ROAM hero. In competitive play, Ardan has been established as my signature hero. In the finals of Season 2 of the Vainglory International Premier League, I made a game winning steal by "One Punching" Kraken, thus stealing it from Invincible Armada. A replay of that clip can be seen by going here: https://www.twitch.tv/ognglobal/v/34603619 (Time = 1:28:45).

I believe Ardan is effective as a ROAM hero because of a combination of his ability to deal high damage as well as do a phenomenal job protecting his allies. He maintains innate tankiness throughout the entire game due to his heroic perk, Julia's Gift. Ardan frequently makes clutch saves using his A ability, Vanguard, to create a health barrier on both himself and his allies. STORMGUARD BANNER allows Ardan to deal massive amounts of damage to enemy carries using both his basic attacks as well as his B ability, Blood for Blood. Ardan's C ability and ultimate, Gauntlet, can be used to both protect allies as well as initiate on enemies.

JULIA'S GIFT (Heroic Perk) Top

Difficulty: MEDIUM --- Position: ROAM --- Role: PROTECTOR

Ardan is a damage-soaking protector who dramatically changes the landscap[e of teamfights. Able to rescuue friends from certain death and turn lost battles around with his powerful terrain-changing ultimate, Ardan brings immense utility to the team. Start Ardan in either the lane or jungle, depending on which ally you want to protect the most. --- This is the ingame text that corresponds to Ardan. I would NEVER recommend starting Ardan in lane (or any other ROAM hero for that matter). With the way the current jungle mechanics work, your JUNGLE ally will certainly appreciate your assistance in clearing through the jungle.

JULIA'S GIFT - Ardan heals for 1% of his missing health every time he takes damage. The healing can never exceed 75% of the damage taken. Instead of energy, Ardan uses a yellow meter called Vengeance. Vengeance builds over time and can also be gained with basic attacks, critical strikes, and abilities. Because Ardan has no energy, any bonus energy (5%) and energy regeneration (50%) are converted to crystal power.

Note: While the energy conversions may seem good at first glance, they aren't. If you're done building defense and utility, you will want to build weapon. The only crystal you should get should come from a crystal infusion.

Julia's Gift is why Ardan is inherently so tanky. He quickly regenerats health during combat and can frequently stay alive in the most impossibe of situautions. He will often live through damage over time (DOT) abilities such as Ringo's Hellfire Brew, Skaarf's Fan The Flames, and even Skye's Forward Barrage. This heroic perk isn't necessarily something to be used in the same way that heroic perks like HOUSE KAMUHA (TAKA) or FAN THE FLAMES (SKAARF) are used, but rather it is something that just offers a little extra cushion in tight spots. Ardan can however be more comfortable with absorbing incoming enemy damage on behalf of his teammates because of this ability.

VANGUARD (A Ability) Top

VANGUARD - Ardan dashes to an ally, damaging and slowing nearby enemies whjile granting the target a burst of move speed and 3-second barrier that scales with 15% of Ardan's bonus health. Any time the ally takes damage, Ardan gains vengeance. This ability can be used on Ardan, but the barrier, speed boost and vegeance gain is only half as strong. Overdrive: Vanguard grants 30% vengeance when cast on an ally.

*Text in RED is inaccurate. Ardan no longer gains these advantages and ingame text is outdated.

Using VANGUARD: At it's core, this ability is simple. Use Vanguard on self or allies who are being focused by enemies OR Use Vanguard to provide a movement speed boost to self/allies when chasing enemies or fleeing from enemies. However, making these decisions in the manner which most benefits the team can often be a tough decision. If I had to guess, I'd say that Vanguard should be used on allies 70% of the time and on yourself 30% of the time. Many times Vanguard has enabled teams to make the highlight real by turning ally deaths into enemy deaths. With a 13 second cooldown timer at all levels, it is important to be selective in it's use. I would recommend trying to use Vanguard immediately at the start of a teamfight on the ally who is being focused the most. This should enable your team to turn the fight in your favor through the scaling health barrier. If the fight lasts long enough, you will be able to use this ability a second time to either chase down enemies or run away. The 15% of Ardan's bonus health is also something to take note of. The more health you build on Ardan, the stronger the barrier will become. This is why items such as Fountain of Renewal and Warhorn are standard items, and Crucible can also be a strong choice in given situations. While Vanguard scales in it's damage at a base level faster than Blood for Blood, it is the sheer ability that Blood for Blood can be cast at a much more rapid basis that makes a Vanguard a weaker choice in terms of which ability to upgrade first.

What to Avoid: Avoid upgrading Vanguard first. Blood for Blood will have a much larger impact on the midgame if it receives it's overdrive first. Avoid using Vanguard selfishly. Remember the 70/30 split and pay attention to your individual spread. While each game can vary drastically, this is a good rule of thumb. If you need to act as meat shield for your allies such as against a Skaarf, Kestrel, or Skye - then using it on yourself is okay. But if you need to peel for your allies, then use it on them. Avoid using this ability unnecessarily. You don't want to go into a teamfight or get caught by the enemy team without having this ability ready. Just be conscientious of where enemies may be lurking and save this ability accordingly.

BLOOD FOR BLOOD (B Ability) Top

Ardan leaps forward and basic attacks his target. Blood for Blood can only be activated when Ardan has 100% vengeance and will consume all of it. Overdrive: Blood for Blood deals an additional 25% damage.

Using Blood for Blood: This may be the single most rewarding abilities as a ROAM player. Blood for Blood in combination with STORMGUARD BANNER forces enemy carries to respect his damage as ROAM hero. There is also no better ability for stealing objectives than Blood for Blood. Because Blood for Blood acts as a basic attack reset, the common combination for maximum damage output should be: Basic Attack + Blood for Blood + Basic Attack. This enables Ardan to deal a massive amount of damage in a very short period of time. During team fights this ability should be used to focus down squishy enemies carries or the enemy that your team is focusing upon. This ability can also be used as a gap closer to activate an Atlas Pauldron or a Shiversteel in appropriate situations. Blood for Blood can also apply a large amount of poke damage to overextended enemies as well as the enemy laner during the early game. The more basic attacks that Ardan lands, the quicker he will be able to use Blood for Blood again.

What to avoid: In the chaos of a team fight, it is often difficult for newer players to collective focus damage on a single target. However, if applied correctly, Ardan should always focus the enemy who is being focused by Ardan's allies. Try to avoid focusing the enemy ROAM player as they will often be incredibly tanky and hard to bring down.

GAUNTLET (C Ability) Top

Ardan throws down the gauntlet, projecting a perimeter around the target area and gaining full vengeance. Enemies who touch or cross the perimeter are stunned and take crystal damage. Successfully stunning an enemy grants Ardan vengeance. If ardan leaves the perimeter it is immediately destroyed.

Using Gauntlet: Developing optimal use of this ability can only be learned through experience. Gauntlet be be used in 3 different ways: initiation, protection, or separation.
1. Initiation - Using Gauntlet to initiate is perhaps the most basic and most frequent use of Gauntlet. Simply put, use Gauntlet to trap all enemies. With good positioning, ranged allies can stand on the outside of the Gauntlet and attack enemies while they are trapped inside. Most talented enemies will purchase reflex block so that they may escape the perimeter however with practice, Gauntlet can be used such that it lands directly on top of allies thus stunning them immediately. This is ultimately separates average Ardan players from the best. LostBoyToph of Nemesis Hydra is famously known for his Gauntlet that trapped 2 enemies underneath a turret thus enabling him to kill both of them while he was already near death.
2. Protection - While more situational that the Initation Gauntlet, a Protection Gauntlet is most frequently used to escape dangerous situations. If Ardan and his allies have been caught out of position, simply Gauntlet towards safety. Wait for allies to escape through both walls before Ardan himself leaves the Gauntlet. A good instance of when to use a Protection Gauntlet is when playing against an enemy Fortress. When Fortress uses Attack of the Pack, simply use a Protection Gauntlet to allow your allies to kill all of the wolves to prevent enemies from engaging you immediately.
3. Separation - Some targets are better to keep inside of the Gauntlet and others are better to keep out. This is the most complex use of Gauntlet and may often be used incorrectly. At it's core, this Gauntlet is best used to Separate an enemy team. A typical meta right now is Skaarf+Krul+Fortress. Ideally, Krul and Fortress are in the front line tanking all of the damage while Skaarf is in the back dealing all of the damage. A separation Gauntlet would be used such that Skaarf gets trapped on in the side while Krul and Fortress watch helplessly from the outside. If an opportunity presents itself such that a high priority enemy carry can be caught inside of the Gauntlet, while the other enemies are stuck on the outside, then a Separation Gauntlet should be used.

What to Avoid:
1. Initiation - Avoid using this ability too early. You need to make sure that allies are in position to immediately follow up. At lower levels this ability does not last very long thus it is important that your allies can follow up and prevent the enemy from simply just waiting out the timer.
2. Protection - Avoid leaving the Gauntlet too early. Don't panic. If you're using Gauntlet as Protection, you need to remain inside until your allies are clearly to safety. If you leave the Gauntlet too soon, it will immediately disappear thus possibly jeopardizing your allies. Wait until your allies get through the Gauntlet and then simply follow them using Vanguard to escape chasing enemies.
3. Separation - Avoid using a separation Gauntlet if the enemy in focus has a reflex block. However, it is important to take note if this enemy has used their reflex in prior interactions. It will be better to use an initiation or protection gauntlet if they do have a reflex block or another reliable method of escape such as Blackfeather's Rose Offensive.

Best heroes to pair with ROAM ARDAN Top

1. Krul - Krul's only weakness is a lack of mobility and the potential to be bursted down. However, with Ardan's Vanguard, Krul receives a health barrier in addition to Dead Man's Rush as well as a speed boost to chase down pesky ranged heroes. If the enemy team tries to burst Krul, they won't. Their open hope in this situation is to kite Krul which depending on the team composition can be incredibly difficult. Once the Gauntlet is dropped, no one will be able to run from Krul while he builds to maximum stacks of Spectral Smite before hitting the delete button on his enemies.

2. Skye - Skye is nearly uncounterable in the jungle when paired with Ardan. With the burst damage from Taka or Koshka being Skye's only real threats, Ardan's Vanguard will again be there to save the day. Gauntlet in combination with all of Skye's abilities. Both Death From Above and Suri Strike will surely be direct hits since enemies have very limited room to maneuver. Ardan can also act as a meat shield for Skye in sticky situations.

3. Ringo - Ringo already has increased mobility when he activates his twirling silver

Pro Tips Top

1. Skill skipping - in all of my guides, the suggested path for choosing abilities ALL involves skill skipping. What is skill skipping? A unique opportunity presents itself when all heroes reach level 5. The average player will simply choose an ability which most commonly is level 2 of their less important ability (Petal's Trampoline 'jump' is a good example). This ability does NOT provide a large benefit to the hero. For the same reason why I choose to overdrive Blood for Blood first, in this guide I utilize skill skipping to achieve a level 4 Blood for Blood and a level 1 Gauntlet when I reach level 6. How does skill skipping work? When you reach level 5, DO NOT SELECT AN ABILITY TO LEVEL UP. This is NEVER a disadvantage. Some players may find it unsettling that they have the option to improve one of their abilities but are choosing not to do so. However, once you reach level 6, you will be able to upgrade an ability to level 4 as well as getting your C Ability (Gauntlet) to level 1. This differs from normally having a Level 3, Level 2, and Level 1 ability when you reach level 6. However, if you do engage in an important team fight at level 5, it is okay to upgrade an ability at this point. Obviously it will help slightly. For Ardan, this is his Blood for Blood. At level 6, Ardan should have a level 1 Gauntlet, Level 1 Vanguard, and Level 4 Blood for Blood. If a Stormguard Banner has not been purchased at this point, it should become a high priority item as the damage output will drastically increase by having a level 4 Blood for Blood.

2. Practice makes perfect. Like everything in life, the only way to get better at something is to practice it. Using Gauntlet is a perfect example of this. Most players will only know how to use Gauntlet as a tool for initiation. However, with some practice, using it as Protection and as Separation will become second nature. Learning how to drop a Gauntlet directly on top of an enemy is a very difficult mechanical skill and may often miss but with practice you will improve.

Positioning in Team Fights Top

1. MEAT SHIELD. Ardan is simply put, a Meat Shield. What is s meat shield? A meat shield means that Ardan should always be the front line for his team absorbing as much damage as possible while his allies apply both damage and pressure to opposing teams. Positioning works both ways. Ardan's allies need to make sure that they are allowing Ardan to lead the charge into battle. In the event that Ardan and his allies do not have any vision. Ardan should always be the sacrificial lamb when facechecking bushes. Do not be scared to be the focus of enemy damage. If they are focusing you when your allies are attacking the enemies, THIS IS A GOOD THING!!! However, one must be careful to make sure to not overextend in a manner that allows enemies to damage Ardan while his allies cannot return this damage.

2.Protect the Carry. During the early game this will most often be your jungle partner. However as the game progresses, and Ardan's laner accumulates gold, his priority in terms of who to protect may shift. Vanguard saw a nerf in 1.13 to the range of his Vanguard. Now it is important to make sure Ardan is staying within range of his carry partners such that he is able to Vanguard them whenever they come under fire.

EARLY GAME Top

Playing the EARLY GAME: (t = 0:00 - 8:00)

1. Starting ITEMS: IRONGUARD CONTRACT, HALCYCON POTION, FLARE GUN - Buying 2 potions is unncessary because Ardan will receive health back from the passive ability of the IRONGUARD CONTRACT (If a minion has attacked you, you heal for 120 health and your ally also earns 30% bonus gold). It is especially important when clearing the jungle that Ardan takes the first hit damage from jungle minions for optimal clear mechanics. This will maximize the amount of gold Ardan and his allies are able to earn.
2. Clearing the jungle: Autoattack the first healer minion when it spawns at t=0:25. Immediately use Vanguard and go down towards the large double minions and begin to basic attack them. Before Ardan's jungle carry kills any of the jungle minions, Ardan should begin moving towards the inner healer minion. This is so that the jungle carry will reach level 2 after the first rotation through the jungle. Be careful to not leave the jungle carry too soon or else they may take too much damage. However, most damage can be mitigated through the health they receive from killing the healer minions.
3. The first engagement: In most situations, both jungles will have finished this mirrored rotation at relatively the same time. (Note: On some occassions, the enemy team may revert to a backwards rotation in which they start from the small double camp and rotate back towards their respective base). At this point, an engagement is likely to occur. Use the flare purchased at the begging of the game in a manner such that it reveals both the enemy shop bush as well as their tri bush. If you see that your rotation is faster than the enemies, both Ardan and his jungle partner should shop immediately. Then rotate into the enemy shop bush in order to position to prevent the enemies from shopping. If done successfully, you know that you will have an advantage if the enemies choose to fight. If they do not choose to fight, and rotate up to lane, you should ping spam the yellow avoid button to your laner to back up. You should also steal the lower small double camp from your enemy.
4. The first decision: To invade, or not to invade? That is the question. Different heroes are stronger at different points of the game. Some heroes also scale better throughout the duration of the game. Ardan is both incredibly strong in the start of the game as well as scales throughout the game. If Ardan and his ally feel that they have the stronger jungle composition in the early game, I would suggest invading the enemies. This means going to their back camps where the large healer minion and the large double minions spawn. Not only will you have an advantage from being stronger heroes, but if you prevented the enemies from shopping you will know that you also have an item advantage. Good synergy is required at this point. Ardan cannot go alone and needs his ally to follow him. If your jungle partner will not follow you in your invasion, you'll be forced to follow him and go back to repeating the first rotation.

What to avoid:

1. Avoid taking last hits. Ardan's allies should always be the ones who get the last hit. Ardan will get 75% of all gold that his allies earn from the passive of ironguard contract (as long as he is within range).
2. Avoid overextending. While it is important for Ardan to be the frontline for his team, he needs to make sure his allies are in a position to help Ardan should he be engaged upon.

MID GAME Top

Playing the MID GAME: (t = 8:00 - 15:00)

1. Item Development - By this point, a strong early game means that Ardan should have developed Fountain of Renewal and be very close to finishing Warhorn. Ardan has ramped up in terms of his tankiness as well as his damage output as a result of stormguard banner.
2. Stay the Course. - Ultimately only team compositions and how well the early game was mitigated will determine how Ardan and his allies are able to play the mid game. If at a disadvantage due to one or both of these factors, Ardan will want to take a more passive approach. Rather than going for objective control and invasions, securing and protecting both his laner and his own jungle should be priorities. Putting a scout trap on the gold mine is also a good idea to be able to contest the enemy team if they are trying to take it. If Ardan has allies who are innately strong in the mid game, then being aggressive is a good idea. A lead will want to be developed in order to contest the enemy team if they scale well into the late game. If this is the case, try and secure both minion mines and then push, push, and push. Taking turrets is incredibly important in developing a gold lead as well as gaining map control. It can often be worth sacrificing a death for a turret because this makes stealing the enemy jungle much easier as well maintaining objective control.


What to avoid:

1. Avoid taking last hits. Ardan's allies should always be the ones who get the last hit. Ardan will get 75% of all gold that his allies earn from the passive of ironguard contract (as long as he is within range).
2. Avoid overextending. While it is important for Ardan to be the frontline for his team, he needs to make sure his allies are in a position to help Ardan should he be engaged upon.
3. Mistimed or Misplaced Gauntlets. This is something that can only be developed and practiced over time. But because of the incredibly long cooldown of Gauntlet, using it effectively is incredibly important. Ardan's allies need to be immediately ready to respond to the use of Gauntlet. However, it is also Ardan's responsibility to make sure his allies are in a good position to respond to Gauntlet.

LATE GAME Top

Playing the LATE Game: (t = 15:00 - end of match)

1. Spawn of Kraken: The Gold Miner spawns into the Kraken when the game clock reaches t = 15:00. Rarely at this point in the game will it still be evenly matched. Normally one team will have developed an advantage in which they are able to secure Kraken and make a strong push towards ending the game. Hopefully, you're team is on the better end of this situation. If you are, great! As Ardan you should bare the brunt of Kraken's massively damaging attacks. You will have developed enough health, armor, and shield at this point such that in combination with Julia's Gift you can most often kill Kraken by yourself (albeit it incredibly slow and probably not the optimal strategy). It is important at this point to have scout traps placed in a manner such that if the enemy comes to contest you that you can see them coming. Flares are additionally important such that if the scout traps get activated that you will still be able to maintain vision. If the game has not gone in favor at this point, then you will want to do everything possible to stop the enemy team from taking Kraken. With innately high base damage, stormguard banner, and the Blood for Blood ability - Ardan has a kit that is perhaps better than any other hero for stealing a Kraken (Arguably the only two abilities better for securing Kraken would be Krul's Spectral Smite and Blackfeather's Feint of Heart). With this in mind, desparate times call for desperate measures. Do not be scared to suicide in order to steal the Kraken. Because of the extremely slow movement speed from Kraken, most often you will have respawned before too many of your ally towers get destroyed. Worst case scenario, the enemy team takes Kraken which they would have likely done anyways and you still have to deal with it like you would have originally. Best case scenario, youu steal the Kraken, prevent the enemy team from regaining all of the health and energy they just spent trying to take Kraken, and your allies are able to come and assist such that you completely turn the game around.

If at this point the game is in fact evenly matched, then you will want to wait until a good opening presents itself. The most ideal situation is after you have aced the enemy team so that you can secure the Kraken without fear. However, there are situations where only 2, 1, or perhaps even a total sneak of Kraken is also possible. One of the best ways to handle ensure a successful Kraken capture is to use Gauntlet in the last few seconds before Kraken is secured. If the enemy team tries to contest, they will either need to use a reflex block to get through the Gauntlet or else Ardan and his allies will be able to immediately turn on that enemy likely resulting in a kill.

2. Protecting your Allies. Ardan's responsibility more than anything else is to protect his allies. Whether this be from using Vanguard to give them a health barrier, using a Protective Gauntlet from allies to escape, or even using the actives on items such as Fountain of Renewal, Warhorn, or Crucible - Ardan's still main objective is to protect his allies. If he can keep them alive long enough while they do damage, teamfights will often be in favor of Ardan. While Ardan does have the capacity to output massive amounts of damage. He will still want to protect his carries more than anything else. Using Shiversteel if enemies are focused upon Ardan's allies is also a good tool to allow his allies to kite the enemies.

3. Infusion Power Spike. While a mere consumable, infusions are without the strongest items in the game in terms of their cost. While it may be a gamble to spend 500-1000 gold on something that only lasts 2.5 minutes, if coordinated correctly I would argue that it is worth it. Infusions offer massive improvements on the amount of both weapon and crystal damage that Ardan is able to output as well as make him massively tankier. Infusions should be a priority past 15 minutes especially if the enemy team is buying infusions. Most often the team who has the most infusions will win a teamfight (most of the time). Infusions should be used in a manner such that Ardan and his allies all buy them at the same time such the powerspike is the most effective.


What to avoid:

1. Avoid taking last hits. Ardan's allies should always be the ones who get the last hit. Ardan will get 75% of all gold that his allies earn from the passive of ironguard contract (as long as he is within range).
2. Avoid overextending. While it is important for Ardan to be the frontline for his team, he needs to make sure his allies are in a position to help Ardan should he be engaged upon.
3. Mistimed or Misplaced Gauntlets. This is something that can only be developed and practiced over time. But because of the incredibly long cooldown of Gauntlet, using it effectively is incredibly important. Ardan's allies need to be immediately ready to respond to the use of Gauntlet. However, it is also Ardan's responsibility to make sure his allies are in a good position to respond to Gauntlet.
4. Uuncoordinated infusions. Because infusions only last 2.5 minutes, it is important that everyone on the team uses infusions at roughly the same time.

ITEMS Top

There are several different items that Ardan can build depending on the situation:

Crucible - best utilized against teams with area of effect (AOE) abilities. "Active: Trigger Reflex Block for you and nearby teammates." Crucible also synergizes incredibly well because of the additional health that it grants Ardan, thus making his Vanguard much stronger as well. This item can also be activated to provide a simple health barrier if an ally is close to dying.
Examples: Blast Tremor (Catherine), Verse of Judgement (Adagio), Dragon Breath (Skaarf).

Atlas Pauldron - best utilized against teams with high attack speeds. "Active: Reduces attack speed of nearby enemy heroes by 65% for 5 seconds in a 4-meter range" The additional armor, and even minimal shield gain, will be helpful in Ardan being the frontline that his allies need him to be. This is a strong item because it's affect can affect all 3 enemy heroes if they do not position properly.
Examples: SAW, Ringo, Krul, Blackfeather, Rona

Aftershock - Best utilized against heroes that rely on long team fights and/or stacks from a breaking point. "After using an ability, your next basic attack deals 15% of target's max health as damage with +50% lifesteal." Aftershock greatly increases the amount of burst damage that can be done to enemies as well as slightly reduces cool downs. Aftershock pairs incredibly will with a tension bow enabling Ardan to provide large amounts of burst damage. Aftershock is also very effective against heroes which have built a lot of health. While Aftershock may be much less typical for Ardan, it can be viable under the correct circumstances. The additional lifesteal will also help Ardan to be tankier.
Examples: Krul, Glaive, Blackfeather

Tension Bow - Best utilized against heroes that rely on long team fights and/or stacks from a breaking point. Tension Bow greatly increases the amount of burst damage that can be done to enemies as well as pierces armor and increases basic attack damage. Tension pairs incredibly will with an aftershock enabling Ardan to provide large amounts of burst damage. Tension bow is also very effective against heroes which have built a lot of armor due to the piercing percentage in the passive. Tension bow should be prioritized when enemies have focused on building armor instead of shield or health.
Examples: Krul, Glaive, Blackfeather

Shiversteel - Best utilized against enemy heroes that rely on kiting mechanics and/or enabling your teammates from being kited. Shiversteel can be effective in almost every situation. Not only does it provide positional advantages, but it also grants signficant health benefits thus improving Vanguard in similar ways as Cruicible.
Examples: Vox, Skye, Ringo

Using these different items depending on the situation will surely give you an advantage in team fights. A good Ardan will focus on counterbuilding the enemy team thus allowing him to offer the most utility to his own team. Fountain of Renewal and Warhorn are ESSENTIAL parts of Ardan's kits. In all situations they are considered effective because there is not a significant amount of counter play to them. Utilize Fountain of Renewal when Ardan or his allies become low in health, and use Warhorn to either engage or disengage from a team fight.

Conclusion Top

THANK YOU to everyone who took the time to read and study my Signature 'One Punch' Ardan guide. Every situation is different and depending on what situation you are in will dictate exactly how to utlize this guide to your best benefit. This is by no means a definitive guide on how to play Ardan but purely my interpretation of him as a hero. I hope everyone is able to learn a thing or two in order to improve your own gameplay. Please feel free to comment with questions, criticism, or any feedback whatsoever so that I can continue writing guides that will best benefit the Vainglory community in the future.

If you're not already, follow me on Twitter @TSMFlashX and be sure to catch my streams on Twitch @FlashX92.

Best,
FlashX

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