(WIP) Phase – How to support your carry

Paragon

Summary

Phase is a very strong support character with skills usable offensively as well as defensively. In early game, be sure you always be linked with your carry when he is around, while in late game, be sure to manage to keep heroes alive and keep an eye on everyone. Although early, the use of her Telelink is simple, in late game during team fights, it can become tricky.

A strong point about Phase is her survivability, as well as her CC and the ability to do burst healing to an ally. However, despite her survivability, she will mostly count on her health regeneration to survive, so be careful of burst damages in case you’re targetted, so be sure you’re well positioned and not too easy to reach for several enemies.

However, due to how her Telelink works, it’s usually better to play with someone you know and communicate by voice than anyone random to use its full potential, mostly offensive. But you still can use it to heal, assist and/or save another ally needing you.

Abilities Overview

(Basic attack / R2)

  • Ranged basic attack.
  • Deals 53 damage.
  • Damage increased by 1.6 each level. (75.4 at level 15)
  • Power scaling: 30%.
  • Attacks once every 1.2 seconds.

A simple basic attack. Nothing much to say. Use it to harass enemies in range or to last-hit if you happen to be alone.

(Alt attack / R1)

-Targeting an ally

  • Mana cost: 20 (But need 80 mana in reserve to be activated, and not on cooldown from the second use)
  • Cooldown: 0 seconds
  • Increases the targeted hero’s Health regeneration by Phase’s minus her natural Health regeneration. (Basically, only her bonus Health regeneration by cards or skills)
  • Passive: Increase her Health regeneration by 30 / 45 / 60 / 75 for 2 seconds each time she uses a skill, except when linking to a new hero.

The way she uses to heal and sometimes assist an ally. Simply keep it to your carry in early, and to whoever you think need it the most during team fights.Note that this won’t be only used for healing, and has some more uses we will see later.

-While linked to a hero, while not targeting another ally.

  • Mana cost: 80
  • Cooldown: 12 / 11 / 10 / 9 seconds
  • Pulls the ally to you. However, while on cooldown, you can’t link to a new hero.

One of the uses of the link. You can use it to pull an ally away from a dangerous situation, or to help your ally to speed up if you chase an enemy. Note that ranged attacks slow attackers, so if you and your carry are chasing an enemy, you can keep running without attacking, and pull your ally to you so he can finish the enemy.
You also can engage a fight by being the first one approaching the enemy, and then pull your ally to you when he maybe won’t expect it to try to take them down. However, be sure to have your Q and E ready as well to recover from the hits you will likely receive and disable the enemy with your CCs.
Note that using this ability this way will also trigger the Health regeneration bonus.

(Q / Square)

  • Mana cost: 70 / 80 / 90 / 100
  • Cooldown: 12 seconds
  • AOE damage around her and her linked ally: 75 / 130 / 185 / 240 ability damage.
  • Power scaling: 80%
  • Blinds targets for 1.5 / 2 / 2.5 / 3 seconds
  • Special: Anything killed around the linked ally will count as if the ally killed them. For instance, the linked ally will receive the CXP from minions if you kill them while they are around him.

A strong skill allowing you to deal a good amount of damage while blinding heroes for a short time. Note that unlike in traditional MOBAs, blinding a target won’t prevent their basic attack to hit, but while do a flash grenade effect, turning their screen all white during the duration. This can last up to 3 long seconds while you and your allies are invisible to your targets, but still be careful as they still can hit you by luck.
Note that the area will be both located at your position and your linked ally’s position. Several examples of use is to link an engaging tank to blind everyone around him, blinding an enemy chasing your ally if he is close enough, or even assist him with last hitting. This means that any kills from the flare of energy blasted from your ally will give him the CXP. Keep it in mind in, for instance, early game, if your carry has to deal with multiple low-life minions.

(E / Circle)

  • Mana cost: 80 / 100 / 120 / 140
  • Cooldown: 14 seconds
  • Long range AOE damage in a line: 8 / 13 / 18 / 23 ability damage every 0.25 seconds for 2.5 seconds. (10 possible hits)
  • Power scaling: 10%
  • Each hits stacks a slow of 35 to targets.
  • After 8 stacks, turns into a root for 0.75 / 1 / 1.25 / 1.5 seconds
  • Can move while channeling.

Another very strong skill. You channel a long range beam slowing targets until they are rooted until the last hit, and then for a short duration. You can miss up to 2 hits to land a root to your target. However, if you miss one more, you will only slow them for a short duration. This also can be used to finish an enemy otherwise out of reach, due to its very long range.

(R / Triangle)

  • Mana cost: 100
  • Cooldown: 130 / 120 / 110 / 100 seconds
  • Strong self-buff, giving 80 attack speed, 50% cooldown reduction, 75 Mana regeneration for 8 / 12 / 16 seconds, as well as 220 Max movement speed decaying over 3 seconds.
  • The buffs are also given to the linked ally upon activation. However, the ally will lose the buff if the link is broken, and can’t be given back nor given to another ally during the duration, except the increased movement speed, remaining on the first ally.

A very strong ultimate which will improve your effectiveness, as well as your linked ally’s, for a while during a fight. This is the last use of the link. It’s usually better to empower the strongest damage dealer of your team, no matter if he uses ability damage or basic damage, as he can use the cooldown reduction or the attack speed efficiency. (Or even maybe both?)
The mana regeneration is strong enough so you and your ally won’t miss any of it during the duration, and maybe even bring your mana from low to full.
Note that your ally can also use the strong cooldown reduction to use his ultimate with a much lower cooldown. Another note about it, if you’re linked with the Revenant and he uses his ultimate during yours since your link will be broken, he won’t get the buffs anymore, but his ultimate will still get the cooldown reduction. Although I didn’t test it, but it’s possible this behavior also works with Greystone, in case he dies during your ultimate.

Abilities upgrade priority

R > Q > E > RMB

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

About the 3 first levels, I recommend this order. However, for the upgrade priority, I feel it can be about preferences, depends if you would prefer to play offensively or defensively. As I tend to be an offensive support, I will first up the CCs, upgrading the blind one first as the blind seems to be a really annoying handicap. Once you reach level 4, you will basically be invisible to your targets hit for 3 seconds, while you and your allies will be able to strike hard during the whole time.

However, at the beginning, I start with Telelink. The main purpose is to use it alongside with the first item: Circlet of Health. As you can see, this item gives an aura giving +2.8 Health regeneration to yourself and nearby ally. However, your ally will actually benefit from it twice! Your ally will get the unique effect of the aura, plus the unique effect you receive when you link yourself to him with Telelink. Basically, you’re giving him at the beginning a free passive 5.6 Health regeneration, which is only 0.4 less than the standard health potion which can only be used at most for 30 seconds before having to recharge at the base. This will allow your ally to play aggressive, not hesitating to harass the enemy very early without worrying about recovering his health quickly thanks to his personal ambulant infinite healing potion. And of course, if ever things are getting bad, you still can activate it again to pull your ally to you and give both of you 60 health over 2 seconds.

For the second ability, I really suggest the Energy Lance. If your early harasses work and the enemy tries to hold in place while missing health, you can engage with this skill, usually easily rooting the enemy in place while your carry kills him, or at worse, injure him enough to force him to back. On the other hand, this also can stop a potential early gank by slowing and then rooting the attackers while you back up to your tower, even if the blind also can help in this situation.

I then take Psychic Flare for three reasons. First, you quickly get all of your CCs up for a fight. Phase’s CCs are really strong, from early to late game, and you can take advantage of it to help your carry to get fed if ever the enemy on your lane isn’t enough careful. The second reason is that you also can do a good burst of damage early to help to get kills. Of course, as we won’t have power cards, the damage output won’t be the priority, even if it shouldn’t be neglected. Phase’s skills base damage is still quite great. The third reason is that in case the enemy is dominating the lane and pokes are risky, you can use your skills to both prevent the enemy to go too far, and provide regular small bursts of healing. Once you have all of your skills, you can give up to 180 HP over 6 seconds if you chain them to yourself and your carry.For the upgrade part, of course, always upgrade your ultimate first. Then, as I said above, it will mostly depend on your style, if you need to be offensive or defensive. For me, preventing the enemy to take advantage and being a dangerous support is important, so you can let your carry farm without much problem, as I also think her healing output early strong enough to allow you to not feel the need to upgrade her Telelink first.

Abilities Combos

The ability combos will vary a lot depending on the current situation.

If the enemy is far and you engage, if you see the enemy acting defensively, start with an Energy Lance to catch him up. If your ally is close enough, you can then use your Psychic Flare to blind the enemy to disturb them during the fight and keep your pulling ability of the Telelink in case you need to chase.

If ever your enemy tends to be aggressive and allows you to approach close enough, you can use the RMB to engage them with your ally, and then first blind if you are close enough, and then rooting to disable their movements. In case they are still too far for blinding them, you can first root them, then blind them once close enough.

In case of ganking, if ever the enemy team didn’t notice you, you can directly start with a blind once close enough, assuming you arrive at the same time as your carry, and you can wait the blinding effect fades before rooting them to secure the kills.

A little note about the RMB: it’s a risky strategy, but this can help your carry to finish an enemy if he goes under a tower. As he starts to get damage, pull him back safely with you as soon as he gets the kill or if you think it’s too late or he is taking too much damage. Remember it’s not worthy to risk a death for a kill you’re not sure to get, so don’t wait the very last moment to pull him back to you if things aren’t getting good.

Use  to insert cards and abilities images or links. Again see the guideline mentioned above. Highlight reasons for selecting certain cards and a preferred play-style with those cards.

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