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Charon - Support Tank

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Forum » God & Item Ideas » Charon - Support Tank 2 posts - page 1 of 1
Permalink | Quote | +Rep by Subzero008 » October 27, 2015 1:26am | Report
Passive: Ferryman: Charon is riding his boat. Which is in water. Which therefore leaves a trail of water, which allies can move on to get move speed. 8%, to be precise. In addition, Charon gains 1 gold and his cooldowns are reduced by 0.5 seconds whenever a nearby unit dies - ally or enemy.

1: Smack of Irritation: Charon uses his oar, gaining massive (15 feet) range on his next basic attack (28 range). Hitting an ally goads them to action, cleansing and healing them for 20/35/50/65/80 health (+5% of Charon's missing health). Hitting an enemy deals 50/90/130/170/210 bonus magic damage (+15% of Charon's missing health and 80% of his magical power), stunning them for 1 second.

Yes, he literally slaps his allies into working harder.

Cooldown: 11/10/9/8/7 seconds.

2: Roil: Charon slams his oar into the depths, creating a shockwave of churning water that moves forward in a 15 x 70 foot line, slowing enemies hit by 30/40/50/60/70% for 1.5 seconds, dealing 80/140/200/260/320 magic damage (+80% of your magical power), piercing all enemies hit.

Cooldown: 12 seconds.

3: Floodwaters: Charon raises the dark waters around him, gaining a 20-foot radius slow aura that slows move speed and cooldowns by 15/17.5/20/22.5/25% for 7 seconds. Ferryman now affects allies and himself within the 20 foot radius but do not gain the same move speed. This ability has a 0.75 second cast time.

Or in other words, those next to him have their cooldowns cycle up to 25% slower. This ability used to increase Charon's move speed by the same amount but I realized that would be broken as ****.

Cooldown: 60/55/50/45/40 seconds.

4: Dark Passage: Passive: Charon increases his passive's move speed to 9/10/11/12/13%.

Active: Charon scoops up an ally within melee range within his barge, making them untargetable but unable to take any actions while on the boat, for up to five seconds. Charon gains 20/25/30/35/40% move speed for the duration as long as he is not attacking or casting. Allies can depart the boat after 1 second of travelling, becoming automatically ejected at the end of the duration.

Note: Charon is NOT immune to CC.

Cooldown: 60/55/50/45/40 seconds.

Strengths: Absolutely ridiculous utility, and the best bodyguarding ability in the game with his ult. Lots of AoE CC, and his damage is actually pretty strong, too, AND he has range.

Weaknesses: Limited hard CC, with it being a single target basic attack. And his early game is plagued by high cooldowns. His only ranged ability is a skillshot, and Charon lacks any real gap closers, so it's possible to avoid Floodwaters just by kiting him.

What Charon's really good at is persistence. Floodwaters' weak slow starts to matter as it racks up over seven entire seconds, and it can be absolutely vicious in teamfights, on top of Smack dealing a ton of damage, letting him possible swing fights around or even clean up stragglers with his oar.

Subzero008


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Permalink | Quote | +Rep by Subzero008 » October 28, 2015 3:13pm | Report
Bump.

Subzero008


Renowned (112)
Posts: 4262
View My Blog

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