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PROS - High single target damage - Very efficient waveclear - Mana isn't a problem - Strong Auto Attacks - Strong teamight presence - Self Sustain on Radiance |
CONS - Squishy - Escape is also only chase - Ultimate requires preciseness - No CC in kit - Tricky to play |
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As I have said before, this defines Sol. Without it, and I hate to say it, there would be nothing special about her. Keeping heat high before and during teamfights is what allows Sol to shine. Watch the meter, and hit your autos. Keeping heat at max, Sol will gain 25% magical power, 30% attack speed, and an additional 25% power on basic attacks. Coupled with polynomicon, this allows Sol to do lots of damage. |
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This is Sol's main pseudo-initiation. I say that because you don't use it to initiate, but it should almost always be used before a fight, and will also be used during it. Remember, it heals on a percentage, so it is great for getting out of execute thresholds. Now normally, you won't get executed as Sol, but just in case Thanatos is hovering, pop Radiance to be execute proof. Another thing to note is that this is your best way to gain and keep heat. If you fall out of combat and need to get some heat back up, popping this can grant up to 80% at max rank, which usually should get you to 100%. |
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This is Sol's "bread and butter" ability. With proper placement, it can do everything from clear back harpies and minion waves to flattening people and changing a teamfight in your favor. Stellar Burst is a Stim, meaning it changes your next basic attack. Know, however, that it will not proc polynomicon. A basic attack right after will, though, so keep that in mind. It can be blocked by disarms such as Bellona's Scourge. |
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Knowing when to use Disapparate is what separates a good Sol player from a bad one. It has the highest damage potential outside of Supernova, but also gives some handy stuff. Firstly, upon activation you gain immunity to all movement debuffs. Secondly, you leave a flaming trail behind you that burns for 100 damage at max level every .5 seconds. The trail grows in length behind you for 3 seconds, upon which it explodes, and Sol goes incorporeal. This means she cannot be targeted, attacked, or CCed. It is a fantastic escape, but also a great initiation. |
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This is Sol's most damaging ability. If you manage to land all 8 strikes, it can deal upwards of 800 damage, before scaling or mitigation. Use it to peel for your teamates, or do damage on a nonmoving target. Using it on a target with any decent movement speed will usually result in 1 strike at most. If you can consistently complete the qualifications for the "Supernova!" achievement, you are doing it right. |
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Just get rid lotus crown as she benefits more from damage than healing, and she cant heal others anyways (On and make sure to get rid of placeholders when its actually published).
this guide is unfinished, the explanations on your abilities are really bad, you use Blue Acorn (only available on Ratatoskr)
Rod of Asclepius has no use for her, and Polynomicon pretty much has to be in your build, dont just replace it.
-1 for now, will upvote if you update.
Oops. I didn't actually mean to publish this. Sorry about the Blue Acorn, as that was definentely an accident. Rod of Asclepius has decent synergism with Radiance, and can be useful if you have someone like Sylvanus on your team. I strongly recommended the Rod pf Tahuti for a reason, and am still working on the guide.
Thanks for reading it though! This is my first guide I have made.
Is there a way to unpublish a guide?
Rod of Asclepius has no use for her, and Polynomicon pretty much has to be in your build, dont just replace it.
-1 for now, will upvote if you update.