Shaper Select is a weekly series that takes an introductory look at the Shapers in Dawngate.

Shaper Select: Flin and Sgt. Buttersworth

Flin is a melee, physical damage Tank who combines excellent teamwide engage abilities with powerful utility abilities.

Passive & Abilities

Flin is a Pure Shaper which means he has no resource to manage.

Tip: Because he has no resource to manage his cooldowns are higher to compensate.

passive_flin_carryonFlin’s passive is Carry On and it causes Flin to take reduced damage from non-Shapers. The reduced damage is amplified and reflected back at the attacker as physical damage.

 

Tip: This passive gives Flin an incredible presence in the jungle. The only non-Shaper this passive doesn’t apply to is Parasite.

Flin’s Q is Thrilling Heroics where Flin leaps off of Sgt. Buttersworth dealing a small amount of damage and stunning all enemies in a small area for a moderate duration. Flin is stunned at target location for a long duration or until Sgt. Buttersworth picks him up by walking near Flin.

Tip: The cooldown doesn’t start until after Flin is back on Sgt. Buttersworth and Flin has to follow normal pathing rules to return, so be careful where you throw him.  Flin does grant a small amount of vision where he lands though, so he’s good for scouting ahead if you don’t need the stun.

Flin’s W is Overrun and Flin commands Sgt. Buttersworth to surround himself with a swarm of beetles dealing a moderate amount of damage to all nearby enemies over a short time. Enemies in the area are also slowed by a small amount. Basic Attacks on affected enemies increase the duration of Overrun.

Tip: The range of Overrun increases the range that Sgt. Buttersworth can pick Flin up after Thrilling Heroics. Casting Overrun before or just after using Thrilling Heroics can start your cooldown sooner and allows you to instantly have the slow on enemies after they come out of the stun. This also applies on-damage effects like those on Equilibrium & Subjugation.

flin_fieldrotationFlin’s E is Field Rotation and Flin commands Sgt. Buttersworth to take a chomp out of a target enemy dealing a small amount of damage, reducing their Armor by a percentage, and healing Flin based on the amount of Armor shredded.

Tip: Because the heal on this is based on how much Armor it shreds, it shouldn’t be relied on as sustain nor should it be leveled first as Armor levels in the early game are too low to make it worthwhile since it’s a percentage reduction.

Flin’s R is Finest Hour which increases the movement speed of Flin and all nearby allies for a moderate duration. Finest Hour may be recast multiple times causing Sgt. Buttersworth to charge an enemy Shaper dealing a moderate amount of damage and knocking them up for a short duration. This may only be reactivated once on each enemy Shaper.

Tip: The movement speed bonus is doubled for Flin.  So while Finest Hour is an incredible initiation tool for your team, don’t underestimate its ability to help you escape in a pinch.

Strategy & Tactics

Early Game

Flin has incredible early-game pressure on the map, so look for early opportunities to gank once you have your main abilities. Try to land a Thrilling Heroics but save Overrun until you’re in range of the enemy to be sure to maximize the duration of the slow. Once within range, be sure to use Field Rotation on whomever your team is deciding to focus. Make sure to keep using Basic Attacks to increase the duration of Overrun.

Mid Game

As teamfights start, your job is to look for good team engages or any opportunities to stun an enemy who is out of position. If you are the sole initiator for your team, then look to use Finest Hour when surrounded by your team and help them move into position for a team fight.  Pick a squishy target to stun with Thrilling Heroics, then follow up with your ultimate to get in range for Overrun.  Re-activate Finest Hour on any targets to peel for your team or allow your team to kill the enemy squishy.  Keep in mind, auto-attacks are incredibly important as they keep Overrun up for up to twice the normal duration.

If you’re not the primary initiator for your team, save your abilities to protect your own Carry.  Field Rotation will remove a lot of Armor off any charging Bruiser/Tank and Overrun along with Thrilling Heroics will lock them down long enough for your Carry to finish them off easily.  If things still aren’t going your way, use Finest Hour to help your team get out of a fight in a hurry and use the re-casts to slow down anyone chasing you.

When the other team is attempting to take Parasite, your ability to move in quickly with Finest Hour and jump straight through their team for a steal is incredibly powerful.  Save Thrilling Heroics to lock up their Jungler as you hit Vanquish to ensure it’s not stolen.  If you’re taking Parasite, save Thrilling Heroics for when their Jungler comes in for the steal and you’ll secure it for your team.

Late Game

Once you start defending your own Guardian, your job is to attempt to shut down the other team’s ranged Carry.  Just as in a normal team fight, Finest Hour and Thrilling Heroics are key to lock up the enemy carry while Overrun will keep the Carry from getting away while your team annihilates them.

When attacking the Guardian, your job is to zone out the enemy with Thrilling Heroics and Overrun so your Carry can take down the Cores/Guardian. If they attempt to Blink past you to go for your Carry, simply fire Finest Hour and shut them down.

Flin brings a large amount of utility to a fight, both by shredding Armor on tanks as well as providing a variety of Crowd Control to keep the enemy from getting away.

For more information on Flin and Sgt. Buttersworth, visit their Archive.

For a Skill order and Item Build suggestion, visit their Shaper Quick Guide.

Shaper Select: Zalgus the Loremaster

 

Zalgus is a Mage that dominates the late game with his incredible damage.

Passive & Abilities

Zalgus is a Pure Shaper which means he has no resource to manage.

Tip: Because he has no resource to manage his cooldowns are higher to compensate.

Zalgus’ Q is Chains of Fate and it is a long-range skill-shot that deals a moderate amount of damage. Every target hit is rooted for a long duration and releases lesser chains that link to other nearby enemies. When one linked target is hurt, the damage is shared by the other linked enemies based on how many enemies are linked together.

Tip: This ability sets up Zalgus to more easily hit Great Rift and Final Chapter. When you aren’t trying to be intentionally aggressive, keep this ability off of cooldown to root incoming enemies.

Zalgus’ W is Burden of Knowledge and it has a passive and active aspect. Passively Zalgus’ basic attacks fire a second shot that deals a small amount of damage. After a moderate time, Zalgus’ next basic attack against an enemy Shaper will slow them by a large amount. The active aspect reveals all enemies in a large cone for a short duration.

Tip: This ability allows Zalgus to last-hit more effectively in lane and landing the empowered slow can make it easier to land Chains of Fate.

Zalgus’ E is Great Rift which summons an astrological portent at a target location that erupts with light after a short delay dealing a moderate amount of damage to nearby enemies.

 

Tip: The delay is shorter than the duration of the leveled-up root from Chains of Fate. If you quickly cast Great Rift after they are rooted, you are almost guaranteed to hit.

Zalgus’ R is Final Chapter which is a very long-range skill-shot that deals a massive amount of damage. If an enemy dies from Final Chapter, Zalgus may recast it for a short time.

 

Tip: Chaining together Final Chapters if the entire enemy team is low allow for a ridiculous amount of damage. Be careful, because Final Chapter can be blocked by another enemy Shaper. Make sure you have a clear shot before taking it.

Strategy & Tactics

Early Game

Last hitting is much easier with Burden of Knowledge. When you and your lane partner or Jungler are not going aggressive, it is best to save Chains of Fate to root any incoming ganks or aggression from the enemy team. If you have good vision and know the enemy Jungler wont be ganking, look to hit the enemy with Chains of Fate and follow up with a quick Great Rift to take advantage of the root.

Mid Game

As teamfights start, your job is to stay safe and look for picks. If an enemy is out of position, try and hit him with Chains of Fate and Great Rift. If you team engages, look to land Chains of Fate on as many enemies as possible to allow you to spread your damage to as many targets as possible. A good Chains of Fate can wreck an enemy team.

If the enemies try and dive you, a well placed Chains of Fate will stop them in their tracks and allow for enough return damage to send them running.  Save your Final Chapter to either pick off a low enemy or as part of a full combo that you think will kill the enemy. Getting the reset significantly increases your damage output in a fight.

Late Game

Once you start defending or assaulting the Guardian, your job is basically the same as in an average teamfight. If you are assaulting the enemy Guardian, look to take out whoever has the best wave-clear and the most Crowd Control. While defending your Guardian, look to take out whoever has the strongest basic attacks.

Your Great Rift pushes waves quite quickly and can help defend your guardian if the enemies are pushing in. Attacking the enemy Cores are always a good idea, but look for opportunities to unload your combo into enemies to give your team the advantage.

Zalgus’ late-game and teamfight damage is nearly unparalleled. Linking an entire enemy team with Chains of Fate can cause enormous team-wide damage and allow Zalgus the opportunity he needs to secure several kills with his Final Chapter.

For more information on Zalgus, visit his Archive.

For a Skill order and Item Build suggestion, visit his Shaper Quick Guide.

Shaper Select: Sakari the Bride of Winter

 

sakari_125

Sakari is a ranged, magical damage Control Mage who trades mobility and upfront burst for powerful Crowd Control and battlefield control.

Passive & Abilities

Sakari’s passive is Black Ice and she uses Frost to cast Ice Lance. Black Ice grants Sakari a stacking bonus of Armor when she damages an enemy with an ability.

 

Tip: To regenerate Frost, you need not cast any abilities for a moderate duration.

Sakari’s Q is Ice Lance and it is a long-range skill-shot that deals a small amount of damage and applies a stack of Frozen, which is a stacking slow.

 

Tip: The slow stacks only stay for a short time, but become easier to hit as the enemies become slower. Unless you are trying to focus down one enemy, spreading out the stacks gives you more lane control.

Sakari’s W is Iceberg and it has a passive and active aspect. Passively Sakari generates Ice Shards that grants her bonus Power and causes her Frost to replenish more quickly. She can activate Iceberg to consume an Ice Shard and create an impassable barrier of ice at a target location.

Tip: The Icebergs ‘magnetize’ to each other allowing you to easily place multiple Icebergs next to each other to block off a pathway. 

Sakari’s E is Shatter which consumes all stacks of Frozen and deals a small amount of damage plus a moderate amount of bonus damage for each stack of Frozen your target had.

 

Tip: Using Shatter without any stacks of Frozen barely does any damage, so wait until you have at least 1 stack on the enemy.

Sakari’s R is Avalanche which allows Sakari to summon a massive crystal that deals a moderate amount of damage, applies a stack of Frozen, and stuns all enemies in a small radius. After a short duration, the crystal explodes dealing a high amount of damage and applying another stack of Frozen.

Tip: The stun duration is the same length as the delay before the crystal explodes. Stunning key enemies allows for easy follow up since they are slowed even after they escape the stun.

Strategy & Tactics

Early Game

Poking with Ice Lance gives you and your lane partner a lot of control in the lane. If you manage to get multiple Frozen stacks on the same enemy, using Shatter can do a large bust of damage and force them to base. Even the threat of Shatter can zone your enemies giving you even more lane control.

Keep your Icebergs available since you are quite squishy. You can quickly block off a jungle entrance to stop a gank or an enemy’s escape path if you line them up correctly. It is often better to use more icebergs than you need than to allow an enemy to escape or your team to die.

Mid Game

As teamfights start, your job is to poke with Ice Lance. If you can thread it through the enemies to hit their Carry, you can force them to play passively or get blown up by Shatter. If the enemy team groups up, drop an Avalanche on them for some quick Frozen stacks and to allow your team to get in some good damage while they are stunned.

Look for opportunities to combine your Avalanche and Icebergs to keep the enemies right where you want them. You can trap them with Icebergs to guarantee an Avalanche hit or hit them with Avalanche to allow you to get into range to trap them with Icebergs.

Late Game

Once you start defending or assaulting the Guardian, your job is basically the same as in an average teamfight. If you are assaulting the enemy Guardian, look to take out whoever has the best wave-clear and the most Crowd Control. While defending your Guardian, look to take out whoever has the strongest basic attacks.

Your Icebergs and Avalanche allow you to lock down the enemy Jungler for a long time while you or the enemies are taking Parasite. Use Icebergs to keep them away from the Parasite removing their Vanquish, or use Avalanche when Parasite gets low to keep them stunned while your Jungler steals it.

Sakari’s primary strength stems from her ability to control the battlefield.  By taking into consideration both ally and enemy movements, Sakari can make your victory inevitable.

For more information on Sakari, visit her Archive.

For a Skill order and Item Build suggestion, visit her Shaper Quick Guide.

Shaper Select: Freia the Survivor

Freia is a melee Assassin with a powerful range of abilities. With a powerful execution steroid, she is an unbridled force to be reckoned with.

Passive & Abilities

Freia’s passive is Mounting Fury and she uses Rage to double-cast her abilities. Mounting Fury grants Freia a stacking bonus to Haste based on her level.

 

Tip: When Freia is out of combat, her Rage slowly resets to 50 Rage. She generate Rage by attacking enemies, and consumes 50 Rage with every double-cast of her primary abilities.

Freia’s Q is Gouge and it causes the enemy to bleed for a moderate amount of physical damage over a few seconds. The second cast will cause another enemy to bleed or instantly deals the remaining bleed damage plus a moderate amount of additional damage to the bleeding target.

Tip: Quickly double-casting this gives Freia an immense burst of damage. Be careful of applying the bleed to an enemy who runs away and gets under a binding, as you are still considered to be dealing damage to them and will grab the binding’s focus.

Freia’s W is Blinding Speed and it allows Freia to leap to her target, dealing a small amount of damage to all nearby enemies. The second cast causes Freia to leap again, dealing the same damage and increasing Freia’s movement speed for a short time.

Tip: This ability can be used to leap to any target. This means it as good for escaping as it is for engaging. You may use the second cast on a different target than the first cast, allowing Freia to engage or escape a longer distance.

Freia’s E is Crippling Blow which bashes the enemy for a small amount of damage and slows them by a moderate amount for a short duration. The second cast will bash and slow another enemy or stun a previously crippled enemy for a short time.

Tip: You have a few seconds to recast this and get the stun. So if possible, utilize the slow before locking down the enemy.

Freia’s R is Wrath and it fears all enemies in a short radius around Freia for a short duration. For a moderate duration afterwards, Freia’s basic attacks deal bonus damage depending on how much Health the enemy is missing and Freia’s Mounting Fury grants her double the bonus Haste.

Tip: The bonus damage on Freia’s basic attacks becomes incredibly powerful when an enemy is near death. Waiting to use Wrath can significantly increase her damage, but you lose the opportunity to initiate with the fear.

Strategy & Tactics

Early Game

With the stun on Crippling Blow, Freia has some powerful ganks in the early levels of the game. After picking up your buffs, look for good opportunities to gank. Before engaging, make sure to have as much Rage as possible to allow you to double cast more abilities. Using basic attacks on a jungle camp can quickly get your Rage up for a fight. Remember that you can use Blinding Speed to dash to an ally to help you engage, and you can use Crippling Blow on both enemies in the lane if you only need the slow.

Mid Game

As teamfights start, your job is to look for opportunities to either pick off an enemy Carry or trigger your fear from Wrath on grouped up enemies. If you do not need the fear to engage, save it for bonus execution damage and the fear can quickly stop a fleeing enemy. Even when stacking Resistances to be tanky, the bonus damage from Wrath can decimate an enemy Carry if used when they’re at low health.

Late Game

Once you start defending or assaulting the Guardian, your job is basically the same as in an average teamfight. If you are assaulting the enemy Guardian, look to take out whoever has the best wave-clear and the most Crowd Control. While defending your Guardian, look to take out whoever has the strongest basic attacks.

Freia has an incredible amount of burst for Parasite fights. Try to save 50 Rage to quickly double-cast Gouge for a burst of damage before using Vanquish to secure Parasite. If the enemy team is trying to take Parasite, you can use Blinding Speed to get on their Jungler, then use the double cast of Crippling Blow to stun them, and steal Parasite.

Freia has an incredibly diverse kit allowing her to dominate the battlefield. With a targeted stun, the ability to dash to enemies and allies, and an incredibly powerful execute on her ultimate, she should not be underestimated.

For more information on Freia, visit her Archive.

For a Skill order and Item Build suggestion, visit her Shaper Quick Guide.

Shaper Select: Tess the Sky Captain

tess_125

Tess is a ranged physical damage Carry who trades a consistent damage steroid for strong ability burst.

Passive & Abilities

passive_tess_crowsnestTess is a Pure Shaper and her passive is Crow’s Nest which deals bonus true damage on her Basic Attack against an enemy Shaper.

 

Tip: Because Tess has no resource to manage, her cooldowns are higher to compensate. There is a decently long cooldown on Crow’s Nest that is extended when she is damaged by an enemy Shaper. Pay attention to its cooldown when you are thinking of harassing an enemy.

Tess’ Q is Bombshell and it is a long-range skill-shot that deals a moderate amount of damage and applies on-hit effects to the first target hit and a small amount of damage to all targets in a cone behind the primary target. When in Overdrive, this ability deals double the damage and applies three on-hit effects.

Tip: The Overdrive effect on Bombshell makes it an amazing surprise harass tool. Because this applies multiple on-hit effects, make sure the enemy Shaper is the primary target for the highest burst of damage.

Tess’ W is Mount Up and when activated she gets on her cannon, called Iron Horse, and gains a significant amount of bonus move-speed. After being mounted for a short duration, her next Bombshell or Backdraft become Overdriven.

Tip: The time to mount her Iron Horse is extended as she takes damage and she is dismounted if she gets hit by any disabling effect. Because of this, it is best used when you aren’t going to be harassed by enemies. Mounting Up to get back to lane, or to gank another lane, is incredibly strong as she moves incredibly fast and her damage when she arrives at her destination is immense.

Tess’ E is Backdraft and it is a small area of effect slow that deals a moderate amount of damage. When in Overdrive, the slow is nearly doubled.

 

Tip: The Overdrive slow can be incredibly strong if Tess surprises her enemies with it. In lane, the damage and slow from Backdraft makes for amazing harass and can help your lane partner harass for even more damage.

Tess’ R is Heavy Iron and it is a high damage, wide-area skill-shot that leaves a slowing-field in its path for a short duration.

 

Tip: The anchor travels fairly slow so you need to lead your enemies. If your team can lead the enemies into a narrow area in the jungle, Heavy Iron can do an incredible amount of damage.

Strategy & Tactics

Early Game

Until Tess has a few levels in her abilities and a few items she is mostly reliant on her Basic Attacks for damage. Harassing with Bombshell can poke your enemies down from a safe distance but you should focus on getting Vim to get a few items and increase your burst damage. Save Backdraft for when your Jungler is ganking or when the enemy Jungler is trying to gank your lane.

If you have good communication on your team, you can Mount Up safely to try and get a good gank for the other lane as your Overdrive burst is significant and the slow is quite strong, even in the early game.

Mid Game

As teamfights start, your job is to try and lay down you burst and slow on as many enemies as possible. If your team has good vision, you can Mount Up and get behind the enemy team to hit their Carries with the Overdriven Bombshell or Backdraft. If you notice the enemy team going into a narrow area, a well placed Heavy Iron can either burst them all down or zone them giving your team the positional advantage.

Late Game

Once you start defending or assaulting the Guardian, your job is basically the same as in an average teamfight. If you are assaulting the enemy Guardian, look to take out whoever has the best wave-clear and the most Crowd Control. While defending your Guardian, look to take out whoever has the strongest Basic Attacks. You do have good wave-clear with Bombshell so if there isn’t a good enemy to pick off, help your team clear the waves quickly.

Tess has an incredible amount of burst for Parasite fights. If you can coordinate with your Jungler, you can help them burst down the Parasite and secure it for your team. If you don’t have good coordination, look to burst out the enemy Jungler or use your slow or Heavy Iron to zone them away from te Parasite giving your Jungler the advantage.

Tess has an incredible amount of mobility allowing for surprising burst. The enemy team needs to be on constant watch for Tess or they run the risk of being deleted.

For more information on Tess, visit her Archive.

For a Skill order and Item Build suggestion, visit her Shaper Quick Guide.

Shaper Select: Cerulean the Warden

Cerulean is a melee Ability Bruiser who specializes in engaging teamfights and soaking up damage.

Passive & Abilities

Cerulean is a Pure Shaper and has no passive meaning he can cast his abilities freely.

Tip: Because Cerulean has no resource to manage, his cooldowns are higher to compensate.

Cerulean’s Q is Whirling Strike and it is a short-radius Area of Effect spin around Cerulean that deals a small amount of damage. It deals bonus damage and reduces the enemies Movement Speed if they are hit by the blade.

Tip: The fact that this ability does bonus damage on the edge of the ring makes it great for harassing enemies. If you are on-top of the enemies during a fight, it’s often best to just utilize the base damage so you can stay next to them instead of distancing yourself just for the bonus damage and minor slow.

Cerulean’s W is Ritual Bulwark and it increases his defenses by a large amount that decays to half the bonus over a short duration.

 

Tip: The bonus defenses allow Cerulean to harass quite well. If you can time this ability with incoming burst-damage you can mitigate even more damage.

Cerulean’s E is Impale and it impales a target enemy and flips them over his shoulder dealing a moderate amount of damage.

 

Tip: If your team is chasing an enemy you can flip them back into your team to kill them. If your team is being chased, flipping your enemies away from your Carries can be incredibly strong.

Cerulean’s R is Shore’s Calling and it allows Cerulean to leap to target enemy dealing a large amount of damage and healing Cerulean for a moderate-to-large amount depending on how much Health the enemy was missing.

Tip: The heal is maxed out when the enemy is at 20% Health, and scales quite well with Cerulean’s bonus Health.

Strategy & Tactics

Early Game

Cerulean is weakest in the early game until he can get some ranks in Ritual Bulwark. Use Whirling Strike at maximum range to keep yourself safe and harass for the bonus damage. Utilize the slow portion if you are chasing down enemies or are defending your Carry from an incoming gank. Try and utilize the bushes to get in range to use Impale to catch out enemies and put them in-range for your Carry or Jungler to kill them.

Mid Game

As teamfights start, your job is to catch the enemy Carries and flip them into your team with Impale. If an enemy is trying to escape, you can use Shore’s Calling to get in range for Impale. If you are getting low on Health, it is sometimes useful to use Shore’s Calling on the lowest Health enemy just for the heal to keep yourself in the fight. Remember that you can use Ritual Bulwark to significantly reduce burst damage if you can time it correctly.

Late Game

Once you start defending or assaulting the Guardian, your job is basically the same as in an average teamfight. If you are assaulting the enemy Guardian, look to take out whoever has the best wave-clear and the most Crowd Control. While defending your Guardian, look to take out whoever has the strongest Basic Attacks.

No matter if you are trying to take the Parasite or the enemy team is, your job is to lock down the enemy Jungler or at least flip them out of range for Vanquish.

Cerulean capitalizes on enemies being out of position while diving into the enemy team and absorbing a significant amount of damage.

For more information on Cerulean, visit his Archive.

For a Skill order and Item Build suggestion, visit his Shaper Quick Guide.

Shaper Select: Basko the Enforcer

Basko is a melee, physical damage bruiser who decimates the enemies by chaining his abilities and picking off low Health enemies from incredible distances.

Passive & Abilities

Basko is a Pure Shaper which means he has no resource to manage.

Basko’s passive is called Underdog and it grants him a bonus to whichever stat he has invested the most Vim in when his Health gets low.

 

Tip: The bonus stat can be one of the 6 main stat trees. The bonus is generally whichever tree you have built the most items from, but with multiple stats this isn’t always the case.

Basko’s Q is Revolt and it is a single-target ability that deals a small amount of damage. If Basko has used another ability shortly before using Revolt, the damage is significantly increased.

Tip: Being able to chain Revolt and his other abilities together drastically increases Basko’s damage and allows him to clear the jungle quickly.

Basko’s W is Unbreakable and it chains all nearby Shapers and Jungle Creatures for a short duration. While chained, they are slowed and take a small amount of damage every second. Basko gains a stacking shield every second for every chained enemy.

Tip: The shield gives Basko incredible sustain in the jungle. The chains will stay attached to their target for a short distance further than the cast-range.

Basko’s E is Onslaught and it has two casts. On the first cast, Basko takes a step forward and cleaves all enemies in front of him for a moderate amount of damage.

 

Tip: This dash won’t jump Basko over any terrain, but it can help him move around the map faster.

basko_onslaugh_alternate

On the second cast, Basko leaps a short distance dealing a moderate amount of damage and stunning all enemies hit for a short time.

 

Tip: You can jump over thin terrain if you position correctly. The stun is fairly short, but lands in a fairly large Area of Effect. Catching multiple enemies with this can be a deciding factor in a fight.

Basko’s R is Uprising and is a skill-shot where Basko throws his axes, rooting the first Shaper hit, pulling Basko to the target, and dealing  a moderate to high amount of damage depending on how low the enemy’s Health is. If the enemy dies shortly after Basko casts Uprising, he may recast it within a short duration.

Tip: The particle is fairly thin, but the axes travel quite fast. While the execute damage is quite strong, this can be a great initiation tool.

Strategy & Tactics

Early Game

Basko clears the jungle quite quickly with the damage from Unbreakable on all the Jungle Creatures and the shield it provides gives him quite a bit of sustain to clear safely. Alternating your abilities will increase your damage significantly. While clearing the jungle your highest damage output is to use Unbreakable for the damage over time and the shield then immediately use Revolt for the bonus damage. Then alternate Onslaught casts with Revolt.

You should kill Jungle Creatures until you get all three main abilities and can look for a good gank. To get in range, you can use the first case of Onslaught and then Revolt for the bonus damage and the dash distance. You can follow up with a quick stun allowing your team to get in for follow-up damage.

Mid Game

As teamfights start, your job is to dive through the enemy team to get to their Carries. With multiple dashes and jumps and the slow from Unbreakable you can slow down the enemies no matter if they are running away or trying to chase your team. If an enemy is low Health and trying to run away, Uprising can help you stay with them and even finish them off. If the enemy dies shortly after you use it, make sure to watch for a recast to rejoin the fight or pick off another fleeing enemy.

Late Game

Once you start defending or assaulting the Guardian, your job is basically the same as in an average teamfight. Lock down the enemy Carries while looking for low Health enemies to pick off. If you are assaulting the enemy Guardian, look to take out whoever has the best wave-clear and the most Crowd Control. While defending your Guardian, look to take out whoever has the strongest Basic Attacks.

No matter if you are trying to take the Parasite or the enemy team is, your job is to secure it for your team. If the enemy team is taking Parasite you can use Uprising to lock down the enemy Jungler and then Onslaught to stun them while you Vanquish it. If you are trying to take the Parasite, save Onslaught to stun the enemy Jungler if they try and steal Parasite. Unbreakable does affect Parasite, so make sure to use it for the bonus damage and shield to help keep yourself safe.

Basko is a force to be reckoned with in longer fights by controlling his enemies while dishing out massive amounts of damage.

For more information on Basko, visit his Archive.

For a Skill order and Item Build suggestion, visit his Shaper Quick Guide.

Shaper Select: Renzo the Sculptor

Renzo is a melee, physical damage support that excels at locking down his enemies and keeping his allies safe.

Passive & Abilities

Renzo’s passive is called Inspiration and it has two parts. Renzo’s abilities gain an extra effect when he is fully Inspired and Renzo’s basic attacks grant him bonus Armor.

 

Tip: Renzo gains Inspiration from hitting enemy Shapers with Basic Attacks and from Inspiring Strike.

Renzo’s Q is Inspiring Strike and it is a targeted ability where Renzo hammers the enemy dealing a small amount of damage and gaining a stack of Inspiration. Hitting an enemy Shaper grants an extra stack of Inspiration.

Tip: The range on this is slightly longer than Renzo’s Basic Attack Range and it is the easiest way to stack up Inspiration.

Renzo’s W is Renzo’s Embrace and it shields either himself or target allied Shaper and increases their Armor for a short time. If Renzo is fully Inspired, Renzo’s Embrace also heals the target for a  small amount.

Tip: This allows Renzo or his lane-partner to harass without taking return damage and can be used to help sustain in-lane

Renzo’s E is Kinetic Sculpture and it is a targeted stun that deals a small amount of damage. If Renzo is fully Inspired, Kinetic Sculpture also reduces the target’s Armor for a short duration.

 

Tip: The travel time is fairly slow, so try and predict when your enemies will come towards you to catch them out of position.

Renzo’s R is Masterpiece and he creates an area of mud that slows enemies inside it by a small amount. After a short delay, Renzo summons a magnificent sculpture dealing a moderate amount of damage and knocking up all enemies at the center while enemies near the edge are knocked away.

Tip: The knock-up area is fairly small, but the knock-away can still be very useful if placed correctly.

Strategy & Tactics

Early Game

Renzo provides a lot of protection for his partner in-lane with Renzo’s Embrace and Kinetic Sculpture. Because Renzo’s Embrace is instant, it is great to protect yourself or your allies from skill-shots once you know who is being targeted. If you or your lane partner is going to harass an enemy or last-hit from a dangerous position, Renzo’s Embrace negates a large portion of the damage you might take in return.

If the enemy Jungler is coming for a gank, a quick Kinetic Sculpture will stop them in their tracks. If an enemy overextends to harass, you can use Kinetic Sculpture to allow your lane partner to follow up and get some good damage on your enemy. When your Jungler is coming in for a gank, or if your lane partner wants to go aggressive, shielding yourself with Renzo’s Embrace will allow you to get in range to use Kinetic Sculpture without taking much return damage while setting up a good engage.

Always use Inspiring Strike on an enemy Shaper when you can safely do so. If you are unable to harass safely, it is still good to use on minions when it’s off of cooldown. This builds up stacks of Inspiration allowing your Renzo’s Embrace and Kinetic Sculpture to be more effective when you need to use them.

Mid Game

As teamfights start, your job is to lock down the enemy Carries with Kinetic Sculpture while shielding either your Carries or your Tanks/Bruisers that are diving into the enemy team. If you are the one diving, you can use Renzo’s Embrace to keep yourself healthier. Always try to use Inspiring Strike on enemy Shapers to stack up Inspiration and make your other abilities more effective.

Save Masterpiece for a good opportunity to either knock-up an enemy Carry or to knock them into your team. Even if you knock up their entire team, knocking away your target is counter-productive. The only time knocking away the enemies is a good idea is when your team is on the retreat and you’re worried about you or your team dying.

Late Game

Once you start defending or assaulting the Guardian, your job is basically the same as in an average teamfight. Lock down the enemy Carries while keeping your Carries safe. If you are assaulting the enemy Guardian, look to take out whoever has the best wave-clear and the most Crowd Control. While defending your Guardian, look to take out whoever has the strongest Basic Attacks.

No matter if you are trying to take the Parasite or the enemy team is, your job is to lock down the enemy Jungler. If you remove their Vanquish, your team has a significant advantage. If the enemy team is trying to take out your Jungler, Renzo’s Embrace can be the difference between living and dying for them.

Renzo is a crowd control machine with an incredible amount of survivability. While locking down his enemies, he will keep his allies safe to decimate the enemy team.

For more information on Renzo, visit his Archive.

For a Skill order and Item Build suggestion, visit his Shaper Quick Guide.

Shaper Select: Fenmore the Alpha

Fenmore is a ranged Mage with an incredible amount of sustained damage, durability, and healing.

Passive & Abilities

Fenmore’s passive is called Depravity and it has two parts. Fenmore uses Health to cast some of his abilities and he gains bonus Power as his Health gets lower.

 

Tip: Because you get stronger the lower you are, staying alive near death while fighting increases your damage significantly.

Fenmore’s Q is Soul Rend and it is a medium-range ability that deals a moderate amount of damage. A Soul Fragment is created at the target’s location. If Fenmore collects the Soul Fragment he gains a moderate shield.

Tip: The pick-up range for the shield is shorter than the cast range. You have to balance the risk of picking it up versus the damage you’ll take to do so.

Tip 2: The Health cost of Fenmore’s Unyielding March and Heart Eater will come out of the shield instead of his Health.

Fenmore’s W is Unyielding March and it removes all Slows and Roots from Fenmore while granting him bonus Movement Speed and a small amount of Power.

 

Tip: While it is important to save this to keep yourself safe, if you know the enemy has no CC, this ability can help you chase down enemies and finish them off.

Fenmore’s E is Heart Eater and it is a long-range skill-shot that deals a moderate amount of damage on the way out and on the way back. If Fenmore intercepts the wolf he sent out, he is healed for a percentage of the damage dealt.

Tip: When the wolf returns, it runs slightly past the original cast location. This means you can cast the wolf and back-off to stay safe and still catch the wolf for the heal. This does the same amount of damage no matter how many enemies it goes through, so don’t be afraid to toss it through minions at the enemies.

Fenmore’s R is Ravenous Pack and he summons a pack of wolves that seek out nearby enemies every second dealing a small amount of damage with each hit.

 

Tip: Every second for 5 seconds Fenmore casts out 5 wolves that hit different targets. If an enemy gets hit by all 5 they sustain a high amount of damage. These wolves will keep attacking while you move, cast other spells, or are stunned or rooted.  It even continues to do damage while you use Stasis.

Strategy & Tactics

Early Game

With Fenmore’s sustain and shielding he can survive in lane for a very long time, allowing you to not miss last-hitting as your enemy has to go back to the Locus. The long range on Heart Eater allows you to poke down your enemy while keeping you healthy.

Soul Rend has a long range and allows you to poke while negating some of the opponents return damage. If they have a lot of up-front damage, you can use it on a minion to gain the shield before getting closer to guarantee a hit with Heart Eater. If you are being zoned out by the enemies, you can also use Soul Rend and Heart Eater to last-hit safely.

Mid Game

As teamfights start, your job is to keep up damage on as many opponents as possible. Since Fenmore is a sustained damage Mage he has lower cooldowns than a traditional Mage, so he can cast his abilities multiple times throughout a fight.

Focus on hitting your Heart Eater on the back-line through the enemy front-line but try and cast it from a position where you can catch it to keep yourself alive. Use Soul Rend to keep yourself shielded and save Unyielding March to remove any Slows or Roots.

While you have the shield, you should get close enough to use Ravenous Pack on as many enemies as possible. Because it keeps going through Stuns, Roots, etc, you can put yourself in a bad situation while dealing a significant amount of damage and then use Heart Eater to heal back up. You still need to be careful, but your sustain affords you some freedom.

Late Game

Once you start defending or assaulting the Guardian, your job is basically the same as in an average teamfight. Poke down your enemies and look for an opportunity to land Ravenous Pack on multiple targets.

If you are assaulting the enemy Guardian, look to take out whoever has the best wave-clear and the most Crowd Control. While defending your Guardian, look to take out whoever has the strongest Basic Attacks.

No matter if you are trying to take the Parasite or the enemy team is, your job is to remove the enemy Jungler. If you remove their Vanquish, your team has a significant advantage. Poking down their entire team is also useful, as it gives your team the advantage in a full engagement.

Fenmore is a powerful sustained-damage Mage who just won’t die if played correctly. With long-range poke and incredible sustain, he becomes more than a nuisance the longer the game goes on.

For more information on Fenmore, visit his Archive.

For a Skill order and Item Build suggestion, visit his Shaper Quick Guide.