More passive Rein build that aims to look for picks with firestrike and mitigate the effectiveness of heroes that like to do damage up close.
Item purchase order
Round 1
Impact Burst
[Fire Strike] triggers an explosion the first time it hits an enemy, dealing 15% of its damage in a 3m radius.
Power Playbook
10% Ability Power
Shady Spectacles
10% Ability Lifesteal
Winning Attitude
25 Health
When you die, gain 15% Ultimate Charge.
Round 1 is very flexible as the only core item is
Round 2
Winning Attitude
Sell
25 Health
When you die, gain 15% Ultimate Charge.
Chimera's Maw
50% [Fire Strike] Radius
5% Ability Power
Nano Cola
20% Ability Power
and
are core to the build and will likely remain for most of the game. Sell any round 1 items besides
to get these two.
Round 3
Wilhelmwagen
While [Barrier Field] is deployed, you heal for 5% of the damage it mitigates and gain 30% Move Speed.
Champion's Kit
35% Ability Power
if you have the money. Otherwise sell any non-core items to get it. If you don't have enough money for that, then buy
.
gives you more mobility to maneuver away from close-range threats and get to positions where you want to spam firestrikes.
Round 4
Shady Spectacles
Sell
10% Ability Lifesteal
Multi-tool
10% Ability Power
5% Cooldown Reduction
is probably the next best purple, but
+ another blue or 2 greens is perfectly valid. Cooldown Reduction is a very broken stat when we're essentially firestriking off cooldown, and we will be picking up a power affecting our other ability, Charge, on Round 5.
Round 5
Vanguard
[Charge] grants nearby allies Overhealth equal to 10% of your max Life and 20% Move Speed
for 3s.
Multi-tool
Sell
10% Ability Power
5% Cooldown Reduction
Cybervenom
10% Ability Power
5% Cooldown Reduction
Dealing Ability Damage applies 30% Healing Reduction for 2s.
Upgrade
to
as you can apply anti-heal to multiple enemies. This works well as this round the healing starts to get a little ridiculous. For ourselves,
's temporary HP allows us to finish Charges that we would otherwise die in, potentially turning some team fights.
Round 6
Power Playbook
Sell
10% Ability Power
Iridescent Iris
20% Ability Power
10% Cooldown Reduction
After spending your Ultimate Charge, gain 100 Overhealth for 3s.
Catalytic Crystal
15% Ability Power
Ability Damage and Healing grants 20% more Ultimate Charge.
Full build. Firestrike Projectile speed from
falls off in favor of other utility.
Round 7
Barrier Reconstruction
When you deal damage with [Rocket Hammer] or [Fire Strike], restore health to [Barrier Field] equal to 10% of its max Health.
Catalytic Crystal
Sell
15% Ability Power
Ability Damage and Healing grants 20% more Ultimate Charge.
Rüstung von Wilhelm
15% Health, Armor, Shields
While below 30% Life, gain 10% Damage Reduction.
**OPTIONAL -** Might need to sell either
or
to buy
to not get 1-shot by fully scaled round 7 DPS builds.
Description
The build centers around rushing the highest AP value relative to the cost and pairing it with widened firestrikes, for ease of hitting the many chokes present on the Stadium maps. With how HP scales in Stadium, you should consistently be able to 1-shot non-tanks with damage boost or with some auxiliary damage from your team. Otherwise, 2 firestrikes will kill.
,
, and
are the core items to the build, with
being the most frequently bought green item. Look to firestrike chokes that are frequently walked through, or line it up where you are hitting the tank and at least one person behind. This usually puts too much pressure on their healers, and there will be an opportunity to all in and win the team fight.
Why is
the most broken item in the game?
Well, to put it simply, we can find out how many stats we're gaining for a given cost, and call it the "stat efficiency". Per 1000 Stadium Cash:
(1,000 Cash): 10% AP
(5,500 Cash): ~3.64% AP
(13,500 Cash): ~2.96% AP
(4,000 Cash): 2.50% AP
As you can see, green items are the most efficient for the cost, and will continue to help you farm money throughout the game. Everything else not core to the build is lower stat efficiency, because they are on higher tiers or add additional stats/effects. You almost always want to fill out your build with 3 greens instead of a blue if possible, because of how stat efficiency works in this mode.