Dead and gone, but not forgotten...
Marav’s lore gives us an inside look into what happens after a dragon moves to the spiritual realm.
Spells
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INVOKE: REMEMBRANCE - Passive | Yellow
Damages towers in target area for (400)% of dragon's modified attack power. -
GHOSTLY BARRAGE - Active | Red | 1 Rage
Shoots (10) shots at up to (5) targets. Each projectile chooses one of the available towers at same chance and deals (6%) Dragon HP as damage. Duration: .5s, Cooldown: 4s. -
DISEMBODY - Active | Blue | 1 Rage
Dragon dodges all incoming projectile attacks and supershots for (3) seconds.. Instantly reloads ammo clip by (100)%. Duration: 3s, Cooldown: 3s. -
SPECTRAL RESIST - Active | White | 0 Rage
Toggle (50%) resistance to physical towers on and off to gain (20%) health. Cooldown: 6s.
Runes and Glyphs
Design Intent and Strategy:
Marav is a combo-heavy invoker that focuses on explosive, AOE damage.
Marav’s empowered attack is Invoke: Remembrance, which heavily damages all towers in a large area of effect. A simple yet powerful combo for Marav is to damage several towers with the dragon’s normal breath attack and then finish them off with Invoke: Remembrance.
Since one AOE spell is never enough, Marav also has Ghostly Barrage, which fires multiple projectiles at randomly-chosen nearby towers. Ghostly Barrage tends to spread out its destructive power, but the spell becomes more powerful against islands with fewer remaining towers. Another powerful combo is to focus down the red mage tower with Marav’s normal breath attack and Invoke ability, enabling Ghostly Barrage to finish off the remaining towers damaged by Invoke: Remembrance’s AOE.
Marav’s defensive spell is Disembody, which reloads Marav’s Invoker ammo and dodges all incoming projectiles. Disembody is Marav’s main tool for survivability, but a properly-timed ammo reload allows Marav to quickly cast Invoke: Remembrance twice, opening up more combo opportunities.
Marav’s final spell is Spectral Resist, which passively blocks some damage from Flak towers and physical towers. The resist can be toggled off, and doing so will heal Marav for a moderate amount. Spectral Resist is Marav’s only means of healing, so the spell must be managed carefully. Disembody provides a safe opportunity to disable the damage resistance, but remember to re-enable the resist as soon as possible.
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