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Infinite Crisis has shut down.
With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.
Hats off to you all. It was a pleasure, ladies and gentlemen.
Sacrilege
@SacrilegeGG
Atrocitus Jungle Fight Club
An Atrocitus guide by The_DycerLast updated: May 18th, 2015
Link to guide: www.dawnbase.com/guides/832-Atrocitus-Atrocitus-Jungle-Fight-Club
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Ability levelling order
Starter items
Core items
Offensive items
Defensive items
Situational items
Augments
Modifiers
Stolen Powers
To please all those people who I played with and against who wanted me to post a guide to how I play Atro, here you go.
Why Atrocitus on Coast City?: He is a great jungler who has a kit great for disrupting the enemy during team fights. His ult also gives a huge damage boost to your team. If you need general jungle help, or anything dealing with Coast City, check out my main Coast City guide.
As always, let's talk about augments first. Atrocitus is one of the few champions I feel the new modded reflects work perfect with. With slightly less armor and health, you need to be a pretty tanky for them to work as well as they used to. You also can still mod Cosmic Staff for Disin 2, but it is no where's near as strong on him as it used to be.
I start off the game by build Marauder Ring T2 and 2 health pots. I then build ruby of life up as fast as I can. Once I get this to T3, I work on the modded defense items I have that will counter the damage I am taking in fights.
Once those items are capped I either build up to be a monsterous tank, a PD bruiser like champion if my team has another really tanky enforcer, or I go for the AD build for fun. All of the optional items to succeed in each one of those roles are there for you to see. And yes, AD Atro is still rather strong. This is because he can hang around for a long time basic attacking enemies.
Ganking: Make sure to go into a gank enraged. Use your E to pull them in for a long enough time for your ally to do some solid damage. Then use Q to slow them down. If they have an escape, and you are nearly full of rage, use Q, wait for them to use the escape and use E to pull them back in. Don't ult at whim. It has a pretty long cooldown and you want it for team fights. Use it only if you really need to. If you have Super Strength up, you can use it to clear a car to gank from an un-expected spot or use it to throw a rock to knock up your enemy for extra hard CC.
Team Fighting: As long as your Ult is up, initiate the teamfight with it. The +15% incoming damage over 6 seconds gives your whole team a major DPS boost at the start. Hit all 5 enemy champions, and the team fight can be over very fast.
You should use your E and/or Q on the squishy target closest to the frontline. So many assassins hang too close to the frontline at the beginning of a teamfight, and Atrocitus is a champion that can make that practice a costly mistake. If an assassin engages hard onto your carry at the start, and before you used your E, use your E to draw them off, and your Q to make sure they have a hard time escaping.
As always, I hoped you enjoyed the guide. Remember if you liked it, give it a thumbs up. Ratings are important so that new users can find the best guides/builds out there to improve their game.
Why Atrocitus on Coast City?: He is a great jungler who has a kit great for disrupting the enemy during team fights. His ult also gives a huge damage boost to your team. If you need general jungle help, or anything dealing with Coast City, check out my main Coast City guide.
As always, let's talk about augments first. Atrocitus is one of the few champions I feel the new modded reflects work perfect with. With slightly less armor and health, you need to be a pretty tanky for them to work as well as they used to. You also can still mod Cosmic Staff for Disin 2, but it is no where's near as strong on him as it used to be.
I start off the game by build Marauder Ring T2 and 2 health pots. I then build ruby of life up as fast as I can. Once I get this to T3, I work on the modded defense items I have that will counter the damage I am taking in fights.
Once those items are capped I either build up to be a monsterous tank, a PD bruiser like champion if my team has another really tanky enforcer, or I go for the AD build for fun. All of the optional items to succeed in each one of those roles are there for you to see. And yes, AD Atro is still rather strong. This is because he can hang around for a long time basic attacking enemies.
Ganking: Make sure to go into a gank enraged. Use your E to pull them in for a long enough time for your ally to do some solid damage. Then use Q to slow them down. If they have an escape, and you are nearly full of rage, use Q, wait for them to use the escape and use E to pull them back in. Don't ult at whim. It has a pretty long cooldown and you want it for team fights. Use it only if you really need to. If you have Super Strength up, you can use it to clear a car to gank from an un-expected spot or use it to throw a rock to knock up your enemy for extra hard CC.
Team Fighting: As long as your Ult is up, initiate the teamfight with it. The +15% incoming damage over 6 seconds gives your whole team a major DPS boost at the start. Hit all 5 enemy champions, and the team fight can be over very fast.
You should use your E and/or Q on the squishy target closest to the frontline. So many assassins hang too close to the frontline at the beginning of a teamfight, and Atrocitus is a champion that can make that practice a costly mistake. If an assassin engages hard onto your carry at the start, and before you used your E, use your E to draw them off, and your Q to make sure they have a hard time escaping.
As always, I hoped you enjoyed the guide. Remember if you liked it, give it a thumbs up. Ratings are important so that new users can find the best guides/builds out there to improve their game.
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