Passive: Acorn of Yggdrasil
Unlike other passives, instead of giving you a stat modification or a special stack,
Acorn of Yggdrasil gives
Ratatoskr a unique item called
Magic Acorn which takes up one of his six items slots and at first only gives you +5 physical power. Upgrading this Acorn will modify your
Dart, Flurry of Acorns and
Acorn Blast, adding additional affects/damage, depending on the upgrade path you choose and the item tier-level.
It also gives you a snazzy upgrade look:
Ratatoskr will gain coloured stripes depending on the chosen Acorn, as well as having the by the acorn modified abilities chance colour accordingly.
You can upgrade this Acorn like any other item with gold. But you can do this anywhere on the map. You don't have to be in your base in order to upgrade.
The first upgrade to Tier 2 for 850 gold gives you two options:
Any of the two have +30 physical power and modify your Flurry of Acorns but differ in the effect:
Blue Acorn makes your 12 Acorns of Flurry Acorns apply slows.
Yellow Acorn straight up gives Flurry Acorns 20% more damage.
To Tier 3, the upgrade path branches again giving you a total of
four Tier 3 Acorns to choose from.
On the
Blue Acorn path, the options consists of:
Both Acorns have +50 physical power and +15 physical penetration. The differece lies again in the ability modifying effect:
Sapphire Acorn converts your
Acorn Blast basically to sticky grenades. They will to stick gods & walls they hit or just stay in the air, until they explode after 2 seconds dealing AEO damage. Enemy gods with sticky acorns on them who will run back to his teammates will even damage those gods when the acorns explode.
Emerald Acorn will make your
Acorn Blast heal yourself for each hit. This can come in useful as a squishy assassin, especially as your enemies may not expect that you can heal yourself.
On the
Yellow Acorn path, we'll find:
Like the Tier 2 and the first Tier 3 branch, both will give you the same stat improvements, being +50 physical power and +25% cooldown reduction, and only differ in the ability modifying effect:
Opal Acorn:
This is the one we want for our build; Adding lightnings to our
Dart that shoot out the left and right of
Ratatoskr while we dash.
Topaz Acorn on the other hand grants your
Dart a stun of 1.2-2 seconds upon dashing through a god twice in 10 seconds. (Basically if will be applied then if your dashing-chain ends and
Dart goes on cooldown. This plays nicely with an assassin, but we are focusing our build on speed and confusing our enemy by dashing as often as possible.
(1) Dart
This is your most important ability.
Dart let's you perform a dash similar to the one
Nemesis has, damaging every enemy unit you pass with your dash, but unlike
Swift Vengeance you are not getting a succession of 2 dashes but a very clever and exiting mechanic:
Once you dashed through a God, which you didn't dashed through already in the last 10 seconds, your
Dart's cooldown is reset.
Meaning that you can dash up to six times in a very short time, until your ability goes on cooldown.
Dart has a mana cost of 35 for each individual dash, whereas
Swift Vengeance's two dashes have a fixed cost of 50-90 mana. So if you dash 6 times you are looking at a cost of 150 mana.
The cooldown is fairly low, but not
too low with 14 seconds. Applying the 40% cooldown reduction of our
Opal Acorn and
Jotunn's Wrath the cooldown comes down to 8.4 seconds, becoming
blazing fast!
As already discussed above in the
Passive,
Opal Acorn modifies your
Dart ability, adding lightnings that are applied to the left and right of your dash. More about that later in the
Items Chapter and
Tactics Chapter.
Flurry of Acorns
(2) Flurry of Acorns
You spit out 12 acorns in a circle around you with a radius of 20, who will then stay there for about a second before they will return to
Ratatoskr.
Each Acorn itself does deal very low damage of 10-26 (+15% physical power) whenever it hits anything,
both the way out and back. The cooldown of 12 seconds (7.2 seconds with a full build) is even shorter than the one of
Dart and it has a mana cost of 70-90.
Keep in mind that if you have the
Yellow Acorn the damage will be boosted by 20% making it 12-31.2 damage per acorn.
How to effectively use Flurry of Acorns together with
Dart will be discussed down in the
Tactics Chapter.
(3) Acorn Blast
As we chose the
Yellow Acorn>
Opal Acorn path with our build, our
Acorn Blast ability will remain unmodified, leaving it in a rather unimportant position.
Acorn Blast will shoot out four individual Acorns in a narrow cone, that each deal 30-70 (+25% physical power) damage on hit.
To maximize damage on a single target get as close as possible to the god to ensure that all for Acorns hit.
With the shortest cooldown of all our abilites being 10 seconds (6 seconds with a full build) it's a constant poking ability, but keep in mind the cost of 60 mana.
(4) Through the Cosmos
Upon activating,
Ratatoskr charges shortly up and jumps into the air onto a large tree branch of Yggdrasil, save from further attacks. He then can jump up to two times onto another branch, covering quite an amount of distance, before he then leaps down onto the ground again, doing AOE Damage of 250-570 (+100% physical power).
The mana consumption is moderate with 90-130 and the cooldown of 90 seconds can be reduced to 54 second with out build.
Through the Cosmos can be compared to
Apollo's ultimate, but unlike
Across The Sky your range is fixed by 2 branch-jumps and your final leap (which will cover around half the distance of the arena) while [[Apollo] can by on his cart as long as he doesn't run out of mana which gets used for every second he uses his ultimate.
Just as
Across The Sky,
Through the Cosmos is a very versatile ultimate, for finishing retreating enemies, combining with your team members ultimates, escaping enemies' ultimates, or even escaping back to your base (or at least to your side of the Arena by the side of your allies). More later in the
Tactics Chapter.
Keep in mind that as with all similar ultimates, during the period of "charging up" before you leap into the air, you are very vulnerable as you stand still. Don't use your ultimate as a escape when you are attacked and your health bar is already in the deep red.
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