Battlerite

Battlerite

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Not on my watch! [Oldur Guide]
By Alvys34
An Oldur Comprensive Guide for Beginners.
   
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Who am i
Hi, i'm Alvys34 an italian player currently rank 12 on Battlerite - main support (Oldur and Lucie).
Thanks for any feedback.

English is not my mothertongue so please have patience about any errors :)
About Oldur
Oldur is a mysterious creature able to bend time and space. He can mend wounds with powerful heals and reverse enemy attacks by freezing them in time.
Oldur's Kit
Oldur's kit revolves around is Debuff called Sand of Time. The only way to inflict this debuff is using your LMB (and, if improved with the battlerite, his Ultimate).
This Debuff inflict a "time bomb" that explode after 3.5s dealing 12 damage.

Note: once the enemy has the debuff, this can't be re-applied until the damage is dealt.
What does it means: if you keep hitting your enemies with your LMB, only the first hit will apply the debuff. This prevent that debuff dosen't explode at all.
Oldur Abilities - Part 1
LMB [Left Mouse Button]



Sands of Time



Type: Projectile
Affects: Enemy
Energy Cost 0%
Cooldown: 0.2s
Casting Time: 0.5s
Launch a projectile that deals 10 damage and inflicts Sands of Time: Target takes 12 additional damage after 3.5s.
Energy Gain: 7%

Considerations: this is your bread and butter ability.
It has a great range (one of the highest) and a good casting time.
This ability is the only wave to inflict Sand of Time (not considering the ultimate improved with the battlerite - we'll talk about this later). You should always aim at keeping your enemies debuffed.


RMB [Right Mouse Button]



Rejuvenating Sand



Type: Projectile
Affects: Self, Ally
Energy Cost 0%
Cooldown: 5s
Casting Time: 0.5s
Throw rejuvenating sand that heals the nearest ally for 14 health. Recharges faster for each nearby ally.
Charges: 3
Energy Gain: 6%

Considerations: this is your healing ability. Is a medium heal, compared to other heals and can be improved through several battlerites.

Space


Shifting Sands



Type: Teleport/Immaterial
Affects: Self, Ally, Enemy
Energy Cost 0%
Cooldown: 10s
Casting Time: 0.1s
Turn into sand and travel in target direction. Allies passed through are healed for 12 health and enemies are dealt 8 damage.
Energy Gain: 5%

Considerations: this is your main escape, survival and repositioning ability. This ability helps you escape from bad situation and its a great way to dodge important skills like Ultimate and Hard-To-Dodge skills.
Unfortunately, its hard to use his healing component, since you don't want to waste your escape in order to heal your ally, but consider it more a "plus" that can occurs sometimes while repositioning yourself (the "damaging part" is more manageable).


IMPORTANT FACT: this ability makes you IMMATERIAL for the duration. This allows you to avoid dangerous exploding-debuff. What does it means? Using the right timing, you can avoid, in example, ALL the damage of Croak's ultimate (using space when the ultimate is about to explode - you can see the time upon your health bar).
More ability that can be avoid: Lucie's LMB -EX ability, Oldur' Sand of Time debuff.



Q Ability


Time Bender



Type: Reflect
Affects: Enemy
Energy Cost 0%
Cooldown: 8s
Casting Time: 0.1s
Negate projectile and melee attacks in front of you. Enemy melee attackers are knocked back and the first negated projectile will linger on within your hourglass, which you can launch by recasting this ability.
Duration: 1.2s
Recast Duration: 4.5s

Considerations: this is a great ability and it's why i felt in love with Oldur. It allows you to negate the first ranged ability and, if successfully negated, you can recast it againts them. If a melee attackers hits you while the shield is up it will be knocked back.
Pay attention that you can deny an entire abilty, but you can absorb just one shot.

What does it means? If Jade uses her [LMB] Revolver Shot you will parry just ONE bullet (for 4 damage); moreover if she uses her [RMB] Snipe ability, right after you parried her [LMB] Revolver Shot, you won't absorb the [RMB] Sniper.

List of Deniable Abilites:

Melee Champions:

Bakko
  • (RMB) Blood Axe

Croak
  • (RMB)Sludge Spit (EX1)

Freya
  • (RMB) Storm Mace

Shifu
  • (E Ability) Javelin/Harpoon(EX 2)(Yes! For real!)

Rook
  • (RMB) Meat Bolt(EX 2)

Ranged Champions:

Ashka
  • (LMB) Fireball
  • (RMB) Firestorm

Iva
  • (LMB) Boomstick (just one bullet- 4 damage)
  • (RMB) ROCKET X-67
  • (E ability) Tazer
  • (Ultimate Ability) Machine Gun (Just one bullet -7 damage)

Taya
  • (LMB) Razor Boomerang
  • (RMB) X Strike(Just one Boomerang, and the re-used the ability goes back not in a straight line but X line - as the original ability) - Blocks the Ex Ability as well.
  • (Ultimate ability) Companion Call (Just one Boomerang - 15 damage)

Jade
  • (LMB) Revolver Shot
  • (RMB) Snipe
  • (Ultimate Ability) Explosive Shells (Just one shot - 30 damage)

Varesh
  • (LMB) Hand of Corruption (The EX ability as well).
  • (RMB) Hand of Judgement

Support Champions:

Lucie
  • (LMB) Toxic Bolt (The EX ability as well)
  • (E Ability) Panic Flask(The EX ability as well)

Oldur
  • (LMB) Sands of Time (The EX ability as well)

Pearl
  • (LMB) Volatile Water (Charged Weapn as well)

Poloma
  • (LMB) Soul Bind
  • (E Ability) Ghost Wolf

Note: when Poloma uses his R Ability (Pixie) you negate both Soul Bind.

Sirius
  • Crescent Gale (EX 1)

Oldur Abilities - Part 2
E Ability



Quicksand



Type: Target Location (AoE)
Affects: Enemy
Energy Cost 0%
Cooldown: 7s
Casting Time: 0.3s
Throw an Hourglass to target location that explodes, dealing 18 damage and inflicting Fading Snare. Consumes Sands of Time, dealing all damage instantly.
Initial Snare Amount: 100%
Fading Snare Duration: 1.5s

Considerations: this ability allows you to instantly deal the damage of Sands of Time (Oldur's signature debuff) dealing a total of 30 damage (Sands of Time 12 damage + Quicksand 18 damage).
This ability gives you the potential to burst the target for a lot of damage
-we'll talk about combos later.

R Ability



Stone Glass



Type: Melee
Affects: Enemy
Energy Cost 25%
Cooldown: 15s
Casting Time: 0.35s
Melee attack that inflicts Petrify and knocks the target back.
Petrify Break Limit: 20 dmg
Petrify Duration: 3s

Considerations: this is one of your 2 ability that inflicts an hard CC (Crowd Control) on the target.
It costs 25% energy (1 bar); It's a melee-range ability that inflicts Petrify to the target (and knocks it back) for 3 seconds.
What's Petrify?
(@Wiki) Petrify is a form of "hard" crowd control that leaves the target in a state where they're unable to move or cast abilities, and gives them a shield. This status lasts until the end of the effect's duration, or until the initial shield that the target receives when petrified is broken.


You generally want to use this ability to escape bad situations (if you're constantly cheased from an enemy and your escape/survival ability are on CD (CoolDown)) or want to stop an enemy from healing/dealing damage, allowing you to focus one target.

F-Ultimate Ability



Time Travel



Type: Target Location (AoE)
Affects: Self, Ally, Enemy
Energy Cost 100%
Cooldown: 1s
Casting Time: 0.1s
Target ally's cooldowns are accelerated by 25%. Target is removed from the fight for a short duration before reappearing at target location, inflicting Stun on all nearby enemies for 2s.
Impact Delay: 2s

Considerations: this is your Ultimate Ability. Use your ultimate ability to prevent damage and combo-ulti with your ally.
There aren't any "bad" ally to combo with, since everyone benefits from the 2 seconds stun and the acceleration of CD.
Note: you can use your ultimate on your ally even if you don't see them by simply have the cursor near the location their location.



EX- Abilites:

First of all, let me explain you how to use your EX-Abilities; unfortunately, the tutorial dosen't explain you "how to reach" your Ex-abilites and what they are.
EX abilities are upgraded versions of a basic ability, and cost anywhere from 25%-50% energy to use. Each champion has access to 2 of these, and they can be an upgrade for any of the 5 first basic abilities. It is important to understand that when you use an EX ability, you are also invoking the cooldown on whatever basic ability it is an upgrade of. By default, you can cast an EX by pressing Shift plus whatever ability it is an upgrade of.

Oldur's Ex-Abilities:


Shift- LMB


Chrono Bolt (EX 1)



Type: Projectile
Affects: Enemy
Energy Cost 25%
Cooldown: 0.2s
Casting Time: 0.5s
Launch a projectile that deals 16 damage and knocks target back. Consumes Sands of Time, dealing all damage instantly.

Considerations: This ability is an improved version of your LMB that lets you consume Sands of Time instantly dealing a total of 28 damage (with a little knock back component - nothing really to mention). This can, when combo with your other abilities, allows you to deal a lot of damage.


Shift-Q



Chronoflux (EX 2)



Type: Target Location (AoE)
Affects: Enemy
Energy Cost 25%
Cooldown: 10s
Casting Time: 0.3s
Place a time rift at target location.The rift reduces movement speed and reflects projectiles.
Duration: 3s

Considerations: this is an awesome ability that lets you create a "bubble" that reflect projectiles and slows enemies passing through. Is much more efficent at reflecting damage than the normal Q ability.
For example, if the enemy Jade is using her ultimate, is much more efficent to use your Ex-Q ability, potentially reflecting ALL the damage, instead of using your Not-Ex-Ability absorbing just one projectile.
Moreover, consider the fact that if your ally is being focused and you can't reach him in order to use your Q ability in front of him (being an human shield) using your Q EX-ability is the only wave to helps him.
Oldur Role
What's your role?
You're a support character that needs to...support your ally, healing them and CC enemies (always dealing damage, you can't just heal) while surviving enemies attacks.
I'm going to say you something that may looks silly but it's extremely true: "You can't heal and deal damage if you're dead". What does it means? That you always need to care about your positioning and to stay alive.

At this point, consider the fact that the main thinking about Support Characters is that they are "a squishy target that can be easily be bursted down, with low damage that just heal and has some CC" (disclaimer: that's not true on Battlerite!)
This means that you're going to be focused in most of your games.

My main suggestion is to start every game expecting you're going to be the main focus.
Analyze your first round:
-It was me the focus of the enemy team?
If not,
-Did i perform well so maybe i'll be the focus next round?

Unfortunately you can't predict enemy actions, so, choosing your Battlerites each rounds, you always need to ask yourself (for example) "Picking this more-offensive-oriented battlerite will i be able to survive if i'll be focused?".
Answer to this question and choose consequently.

We're going to analyze Oldur's Battlerite in the next chapter.
Battlerites - Part 1
We're going to analyze Oldur's Battlerites:

Legenda:

2vs2:
Scenario A
Your ally is ranged, you're vs 2 melee.
Scenario B
Your ally is ranged, you're vs 2 ranged.
Scenario C
your ally is ranged, you're vs 1 ranged and 1 melee.
Scenario D
your ally is melee, you're vs 2 melee.
Scenario E
your ally is melee, you're vs 1 melee and 1 ranged.
Scenario F
your ally is melee, you're vs 2 ranged.

3vs3:
Coming Soon.

First line of Battlerites:



Time Walker


Absorbing an attack with Time Bender resets the cooldown of Shifting Sands.



Consideration:
-This battlerite really boost your survival capability.
-You can use your Shifting Sands ability to escape from your enemies and, if they chases you using their close-gap abilities, you can use your Q Time Bender ability (hopefully successfully) and re-use your Shifting Sands to easily escape.
-If you use your EX-Q ability you won't benefits from this battlerite. If you use a lot your Ex-ability i don't suggest you to take this battlerite.


Sand Tomb

Quicksand inflicts a 1.5s Root. (Root: target's movement speed is reduced to 0% for 1.5s)
(Root is a form of "soft" crowd control that leave the target unable to move. The target can still cast abilities as normal, but cannot move for the duration of the root.)

Consideration:
-This battlerite gives you some survival capability and a soft CC.
-This can helps both you and your teammate at hitting your spells.
-This don't always helps you survive if you're behing hard chased.


Chrono Shift:

Shifting Sands creates a Lesser Chronoflux that reflects projectiles and slows movement speed.


Consideration:
-Basically, this Battlerite allows you to place a Chronoflux (Shift-Q EX Ability) at the point where you use your Shifting Sand ability (Space)
-It can be useful, but most of the time it forces you to use your Escape ability to dodge "easy dodgable ability". Honorable mentions: if you're vs Jade or Iva it can helps you dealing with their ultimate (always if you're the focused one); however if you are not escaping in a straight line this battlerite won't helps you anyway.

What to pick?
Consider who are your enemies and who is your ally:

2vs2 Scenario:
Scenario A: As i said, i always start thinking i'm going to be focused, so the Time Walker battlerite improves a lot your survivability. Most of the time i pick this talent, even tho the "Sand Tomb" battlerite is viable too.
Scenario B: "Chrono Shift battlerite": i've tried many times using this battlerite but it dosen't perform well (looks at the "consideration" for further explanation). Both "Sand Tomb" and "Time Walker" are a viable pick: consider the fact that "Sand tomb" allows you and your ally to easily hits the rooted target (with Taya and Jade is really great); while "Time walker" allows you to reposition yourself much more times (if you're vs heavy chaser like Ashka).
Scenario C: The safer battlerite here is "Time Walker", while "Sand Tomb" is still a viable pick, but it won't helps you if you're in a bad situation.
Scenario D: The safer battlerite here is "Time Walker", and you should mostly go for this. "Sand Tomb" dosen't really helps your teammate at dealing damage (beside, maybe, at hitting ultimate - like Freya's ultimate) and don't helps you in bad situations.
Scenario E: Both "Time walker" and "Sand Tomb" are worth picking: in this scenario you're probably facing a melee dps and a support. "Time walker" lets you reposition yourself and reach more easily the target you decided to focus. "Sand Tomb" helps your melee ally at reaching your enemies.
Scenario F: In this case "Sand Tomb" helps you a lot your ally at reaching the enemy team; however, if they will hard focusing you it won't helps you anyhow. "Time walker" helps you at dodging skills, resetting Shifting Sands CD. I usually take Time Walker.

TL,DR: Safe option: "Time Walker", mixed damage/ survability option "Sand Tomb"; "I love challenge option": "Chrono Shift".

3vs3 Scenario: Coming Soon.


Second line of Battlerites:


Passage of Time

Shifting Sands consumes Sands of Time inflicting a 1s Fading Snare.
Fading snares differ from "regular" snares in that the target's speed is reduced to 0 at the start of the effect (effectively applying Root), but the effect decays linearly over time, gradually restoring the target's speed over the duration of the debuff.

Consideration:
-It forces you to use shifting sands in the direction of the enemy (which means, most of the times, to put yourself into a bad positioning).
-It increases your burst potential, consuming Sands of Time (dealing its damage instantly) and inficting a soft CC.
-I recommend you to use this talent if you feel comfortable with the champion.
-It can be chained-combo with the "Time Walker" battlerite from the first line of Battlerites, allowing you to potentially deal a lot of burst damage.


Drain

Absorbing an attack with "Time Bender" heals you for 16/8/4 health point.



Consideration:
-This Battlerite improves your survivability, healing you for the first three attack absorbed during the "Time Bender" ability.
-It's a selfish option in order to improve your survivabilit a lot.


Renew

Rejuvenating Sand applies a Renew effect healing the target for 8 health after 3.5s.


Consideration:
-This is a great Battlerite that increases the survivability of you and your ally.
-It helps your ally to stay alive if he goes OOS (Out of Sight)

What to pick?
Without spending a lot of words, the best option here so far is the "Renew" Battlerite.
Another viable option is "Passage of Time" Battlerite, but, as i wrote, i would recommend this talent only to experienced Players with Oldur and, above all, if you're premade with your ally so you know his skill level and you can possibly says him to retreat if he's going OOS and you can't heal him.

Third line of Battlerites:


Shared Fate

Sands of Time explodes dealing 12 damage in a small area.


Consideration:
-This battlerite causes Sands of Time to deal AoE (Area of Effect) damage.
-I usually picks this battlerite in 3vs3 scenario.
-In 2vs2 its viable if you see that your enemies sticks togheter most of the time (I.E. if they are 2 ranged champions)


Rewind

Rejuvenating Sand hits accelerates target's ability cooldowns by 6%.


Consideration:
-This Battlerite causes your Healing ability to reduce the CD of his target by 6% (which means it can be you or your ally/allies).
-Is a pretty strong Battlerite.
Battlerites - Part 2
Recreate

Traveling through an ally with Shifting Sands (Space) grants at the ally a Shield absorbing 14 damage, lasting up to 3s.


Considerations:
-Like the healing component of the spell, this battlerite is really awful to use since it forces you to use your escape ability in ways that can put yourself in bad position.
-Maybe can be useful in 3vs3 scenario.

What to pick?

The basic choice is the "Rewind" battlerite.
In the 3vs3 scenario the "Shared Fate" battlerite could be aviable, but i don't find it useful in the 2vs2 scenario (even tho, i've seen some player using it).
I tried many times to use the "Recreate" battlerite, but i found it really awful.

Fourth line of Battlerites:


Dehydration


Sands of Time reduces the damage and healing output of its target by 10%.


Considerations:
-This battlerite is really strong, letting you to reduce the personal healing and the damage dealt by enemies.
-With "personal healing", it means that dosen't influence the healing recieved.
Example: Rook's Shift+LMB allows him to heal himself for 16 health points. If you choose this battlerite (Dehydration) you'll reduce this healing by 10% but you won't reduce the healing received if he's being healed from a support character.


Sealed Fate

Sands of Time reduces incoming healing by 20%.



Considerations:
-If you're facing a strong healer like Pearl (his healing abilty heals for 21 health points - the strongest heal) or you're feeling that your enemy are receiving too much healing you should pick this battlerite.


Oasis


Quicksand spawns an orb of water that heals 16 health when picked up.


Considerations:
-This is a great ability on paper, but i don't think is really worth:
Most of the time you use your E ability away from you and at an enemy target: you won't probably go "in that way" in order to pick up the orb and heal yourself.
Yes, of course, this ability can be worth picking if you have a melee ally so he can pick up the orb.
Note: you can't pick this orb using "Shifting Sands" (Space) .

What to pick?

-If you're againts a strong healer(i.e: Pearl), Sealed Fate is a MUST.
-if you're having trouble staying alive you want to pick the Dehydration battlerite.
-if you feel comfortable againts your enemy team and need some extra healing, pick the Oasis battlerite.

The safest pick is Dehydration (if you're having trouble choosing).


Fifth line of Battlerites


Sand Storm

Time Travel inflicts Sands of Time on all enemies hit.



Consideration:
-You can potentially burst enemies that has been hit by your Ultimate ability during it's stun combining your abilites.(E-LMB-SPACE)
-Is worth picked in 3vs3 scenario, but not in 2vs2, since most of the time you hit just one target.

Reversal

Time Travel restores 50% of all health the target lost during the last 2s



Considerations:
-This battlerite allows you to heal your teammate for, potentially, a large amount of damage, if it has been received in the last 2 seconds.


What to pick?

In 2vs2 scenario, the safest pick is Reversal, because it always "hits your target" and, since most of the time you hit just one target (with your ultimate), you can do the same combo you would do picking the "Sand Storm" battlerite, using your LMB+E abilities.

In 3vs3 , instead, you can consider picking the "Sand Storm" battlerite, since the chance of hitting more than one target are higher, expecially if you choosed battlerites like "Passage of Time" and (2nd line of Battlerites) "Shared Fate" (3rd line of Battlerites) that allows you to instantly explodes your Debuff (dealing AoE damage) with your E or Shift Ability.
Combos
Before getting into Oldur's combo, i'll show you some battlerite that synergize together:

Best Synergize:
Frist line of battlerite: "Time Walker" (double the time the CD of Shifting Sands)
Second line of battlerite: "Passage of Time" (Explode the Sands of Time to inflict Fading Snare)
Third line of battlerite: "Shared Fate" (Sands of Time deals AoE damage) or "Recreate" (Shield an ally if you pass through them with Shifting Sands)
Fourth line of battlerite: "Oasis" .
Fifth line of battlerite: "Sand Storm" .

The basic idea here is to explode your Sand of Time debuff using your shifting sands (Space). Is a very aggressive build, and i would suggest you to use this line of battlerites if you feel comfortable with the character.
Note: since you want to consume your debuff instantly, theorically, the battlerites "Dehydratation" and "Sealed Fate" dosen't synergize well, even tho they are still worth picking, since, obviously, you won't be able to constantly explode the debuff.

Basic Combo:

All the damage possible:

LMB + E Ability + LMB + Space

(Not considering the battlerites you picked) this is the best damaging combo, dealing a total of 58 damage (plus 12 damage after 3.5, since they will have the SoT debuff).
(LMB= 10 damage - SoT = 12 damage - E ability = 18 damage - LMB = 10 damage - Space = 8 damage)

Note: picking "Passage of Time" battlerite allows you to deal 12 more damage instantly, when passing with Shifting Sands (Space) through them.

Combo at close range:

E + LMB + Space

in the meanwhile your E lands you have the time to hit your target with your LMB, so, at the time your E lands, it explodes the SoT debuff, bursting your target for 40 damage (+ 8 once you use your Space).

Note: this is your basic combo when using your ultimate on yourself and hitting an enemy.

Quick Bursting from afar (Costs 25% energy):

LMB + Ex-LFM

This combo allows you to quickly deal a total of (LMB 10 + EX-LMB 16 + 12 SoT) 38 damage at the cost of 25% energy.
Change Log
08/10/2016:
-Guide published.

10/10/2016:
- Added more combos.
- Added further explanation to Shifting Sand (Space) ability.
- Added further explanation to Time Travel (Ultimate) ability.
22 Comments
Fungus Chungus Dec 30, 2017 @ 11:29am 
this was very informative, great guide!
BakedZiti Nov 27, 2017 @ 6:12am 
You should add some battlerite builds!
https://battlerite.build/oldur
Dallas Oct 22, 2017 @ 8:18am 
That title. omg
Siderite Oct 20, 2017 @ 12:05pm 
wow thanks for sharing your knowlegde !
Busya Nov 29, 2016 @ 5:33pm 
Great guide, thanks!
Fulgent Nov 1, 2016 @ 10:49am 
Oh apologies I thought you were referring to Oldur since this is an Oldur guide. Nvm.
Jonten Oct 31, 2016 @ 1:10pm 
@FleetingFrost No, I'm actually right on this one, you can go in-game to look yourself. Varesh has an EX on his RMB, and not on his LMB. Perhaps you misread Varesh as Oldur? If not you're free to go in-game to look it up right now, the truth is right there. :)
Alvys34  [author] Oct 24, 2016 @ 3:20pm 
@jonten Thanks!
Fulgent Oct 24, 2016 @ 1:13pm 
Jonten its his LMB that has the EX.
Jonten Oct 24, 2016 @ 11:43am 
Very detailed and comprehensive guide! I just want to help you fix some minor errors, if you care about them. In the list of blockable abilities you write that varesh LMB has an EX, but it's actually his RMB that has EX. Also, in the considerations section of the Q ability you write that Jade's revolver shot does 6 damage, but it actually deals 4. I just wanted to help fix minor errors :) Have a nice day!