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Dekkar Smash!

3.3333333333333 5 2
Bobthesmiter's picture

Abilities Build

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Cards Sequence: 
Starter
Attack Speed/ Damage
Don't hurt me
Pain Train
Crit Bonus
Crit chance

Summary (TLDR)

Build Attack speed, then health. Alternate between the two with at least 2 attack speed and 2 health cards. Build Energy Damage, health, and attack speed quickly to rek the enemy team. Crit chance and bonus are nice but not useful early (if at all) as dekker has a slow weak auto attack. Focus on stunning for your team and general CC. You might have noticed I don't include a harvestor key in my build. I try to party up with others who have a key and avoid the jungle unless roaming with a partner.

Abilities Overview

Use your stun wisely. It's important to use it but only with your team. Dekker's ability to control a fight is key. Slow fields can be used in many ways. While you may be best suited to slow a pursuer you can also use it to stop lanes and clog enemy's progress. Your slow can be used to inflict damage earlier than you think. It's timer takes a while to pop it but if you use the ability again you can damage an enemy before they escape damage. Use your escape when in trouble or to close a gap but not in run mode while chasing. That just cancels your run and allows for enemy escapes. Your Thunderfence is very versatile but should not be used on a single enemy, especially if they can jump or tp out. Trap enemies that pursue you by placing the fence in a way that traps them but allows you to escape (WITHOUT YOUR JUMP!!). NOTE: Take your time and plan accordingly with ganks. Target ADC or Muriel. Cooldown reduction mid to late game helps a lot with getting more abilities in but you shouldn't rely on it.

Abilities upgrade priority

Q > E > R > RMB > LMB

Abilities Combos

It is important to note that you can pop your slow bubble sooner. Use this to your advantage when an enemy is about to escape the damage it can cause.

  1. Auto attack, stun, auto

  2. Mid Game (offensive)
    Stun, auto, auto, slow, trap

  3. Mid Game (defensive)
    Slow, auto, Stun, Jump, Trap if needed
     

Early Game

Focus on last hits and poking champs with your auto attack. Stay wary of ganks and play safe.

Mid Game

Roam and use your stun liberally. Help focus down an enemy by locking them up or trapping them in your ult.

Late Game

Focus on helping with CC and generally avoiding death of yourself and teammates.

Card Build

Your Starter items will vary if you don't have Overflowing gifts. This is a great card as it gives you lane sustain and helps your team and can keep you in lanes a very long time.

Build an Attack speed card quickly with low cost upgrades as you can obtain a great energy damage bonus with Whirling Wand. Build another after your next card (hopefully your Staff adamant.)

If you're doing well your third buy should be another whirling wand. If not build up your health with a staff Adamant.

Your 4th can be your other Whirl or a Cooldown reduction card like Pendulum of Lords or Chrono-mancer disk. The disk gives a greater upgrade to mana and a good 5% bonus when complete. The Pendulum is nice because you can put chrono cards into it which give you a greater CDR. 

If you have no slots left sell your Overflowing gifts mid or late game, as most champions will not need it or can't benefit from it at that point.

Jungling

Do it with friends. Don't waste mana with a slow field or stun ball as the ball won't explode on minions, and the slow field doesn't hurt enough.

Laning

Lane with an ADC, would be your second choice.

Ganking

Stun when your friends are close, and try not to use your slow to soon after the stun.

FAQ

Kizr's picture

This doesn't make an awful lot of sense to me, you're building a little health and attack speed on a support character with relatively low auto attacks? Overflowing Gifts is a great item, but after that, it looks confused.

Sage's Ward would be a great addition, Tempered Plate/Tuned Barrier is a must to counteract some of the late game Ranger damage or you'll be toast.

Your Heart of the Apex is wasted because you'll only have a maximum of 44% crit chance on low auto attack damage, I would want at least 52% to bother with a 50% crit increase item, especially if my AA damage is low.

I would either commit to Damage/Crit or Damage/AS but not Crit/AS.

As I see it, you do a little bit of spike damage and you're dead with this build, which is wasting Dekker's potential in my opinion. You have no sustain, no mana, and no CDR. If you want to play a Ranger, play Murdock.

Bobthesmiter's picture

What do you think of the ability build?

Anonymous's picture