This is a community-driven one-for-all Gideon build guide. You are welcome to update it if you see any aspect of his gameplay is missed. All updates are moderated.
Last updated on Mar-09: Added overview video. Minor updates to abilities descriptions.
Table of Contents
- Abilities Analysis
- Deck Considerations
- Build #1
- Build #2 (CDR + Mana Regen)
- Build #3 (Pusher)
- Heroes Synergy
TL;DR on Gideon
Gideon is high mobility caster adept in wave clearing and burst damage. Using his abilities, Gideon can control fights and be a dominant threat with or without a team.
Focus on buying cards that increase your Power and Mana.
Cosmic Rift is Gideon's main source of damage. Gideon opens a rift in space and drops a meteor that deals damage in an area.
Burden will slow the enemy down ensuring you land Cosmic Rift. Gideon's Ultimate, Black Hole, deals large amounts of damage and pulls enemies toward him.
Torn Space will allow you to teleport to get in and position yourself to hit as many enemies as possible. Late game, use Cosmic Rift to aggressively push down lanes. Look for opportunities to gank the enemy team with Torn Space and combo Black Hole with allied abilities for Ultimate destruction.
- Awesome wave clear
- High burst potential
- Good escape abilities
- Vulnerable to CC
Gideon's Abilities Analysis
Ranged basic attack dealing 53 Basic Damage at level 1.
- Base damage is 53 and increases by 1.6 each Hero level up to 75.4 at level 15.
- Attack speed remains flat with Hero level.
- Ability Card scaling factor is 30%.
Projectile that creates a tether to an enemy hero dealing damage in four ticks while applying Slow over 3 seconds, as long as line of sight is maintained.
- Base damage is 21.25 and increases by 12.5 each ability level up to 58.75 at level 4.
- Ability duration is not impacted by ability level and remains constant 3 seconds.
- Base slow effect is 150 and increases by 50 each ability level up to 300 at level 4.
- Base cost is 80 Mana and increases by 10 each ability level up to 110 Mana at level 4.
- Cooldown remains constant 10 seconds at all ability levels.
- Ability Card scaling factor is 93.75%.
The main purpose of Burden is to slow the target down to land Gideon's Cosmic Rift without a miss. In certain situations it can be used to get away from a chasing enemy or vice versa to ensure a successful gank.
Gideon opens a Cosmic Rift over the battlefield, dropping a meteor at the target location.
- Base damage is 100 and increases by 60 each ability level up to 280 at level 4.
- Ability Card scaling factor is 150%.
Cosmic Rift is the main damage dealing ability Gieon has. Good for bursting down enemies and clearing minion waves in a blink of an eye.
When aiming always take into account the direction of your enemy movement and target a location in that direction. Very useful while chasing an enemy. Cast Cosmic Rift at narrow map points.
Makes a good combo with Burden since the latter will make it harder to dodge the Rift.
If you were playing Howitzer a lot you may find this ability similar to his R2000 Missile with pretty comparable damage potential and range.
Gideon opens a portal, allowing him to quickly teleport away. Friendly heroes can follow him through the portal by jumping into it.
- Base teleport range is 850 and increases by 50 each ability level up to 1000 at level 4.
Very versatile ability. Obviously it works as an escape ability and can be used as means of chasing someone down as well. In this regard Torn Space is pretty much the same as Dekker's Rocket Boots or Greystone's Assault the Gates. Torn Space is a great tool for juking especially when used right in the middle of a jump and onto a ledge.
Another usage is to get safe altitude prior to executing the Black Hole.
And lastly "Friendly heroes can follow him through the portal by jumping into it". Again:
Friendly heroes can follow him through the portal by jumping into it.
This feature can be vital for your entire team not only yourself alone. Torn Space is a great counter to Dekker's Containment Fence and enemy Gideon's Black Hole. You can use this ability to get out of enemy range and get your allies with you. You may need to get into range for the sake of saving your teammates.
It appears that Gideon remains vulnerable to incoming damage at the starting point of teleport until it finishes. See how Khaimera was able to last hit Gideon during Torn Space animation:
Gideon rises up, creating a black hole that slowly moves enemies towards it, dealing damage over 3.5 seconds. This is a channeled ability, which means it can be interrupted by Hard Crowd Control (Stuns, Pulls, etc.).
- Base damage is 320 and increases by 190 each ability level up to 700 at level 3.
- Slow amount is 210 at all ultimate levels.
- Ability Card scaling factor is 312.5%.
Almost always this ultimate is executed after Gideon uses Torn Space to get on top of the battlefield. It is important to be high enough to minimize incoming damage from melee heroes but remember that the range of Black Hole is a sphere and the higher you get the lower damage range you have on the ground.
Always watch out for opponents like Dekker, Rampage, the Fey and so on. Their Stasis Bomb, Boulder Throw or Fly Trap will render you helpless and completely deny your ultimate. Grux and Howitzer can also interrupt your Black Hole if you are executing it on the ground.
Gideon's Deck Considerations
Core Cards for Gideon
Gideon Build #1
Gideon Build #2 (CDR + Mana Regen)
Gideon Build #3 (Pusher)
No HP and no Pen to sustain real intense team-fight but enough damage and mana to push lanes effectively and quickly.
Gameplay with Gideon
Gideon's satring position is at Mid Lane. Control minion waves to freeze then around the river and try to keep your mana pool high enough for a couple of Cosmic Rifts. This will allow you to perform a quick wave clear which in turn will give you time to move to either lane for a gank.
Control at least one River Buff and try to either harass your opponent from the distance when they are taking the Buff or organize a lane push to make their absence in the Mid Lane more dangerous.
Keep controlling the Mid Lane and keep watching for ganks with your team. Especially if you get the River Buff with invisibility. Make sure you always clean enemy wards placed near mid lane. Of course do this carefully and remember that you can always get away from the river using your Torn Space onto a ledge.
Hopefully the Mid Lane enemy Tower is destroyed earlier than yours. As soon as it happens you may live the middle more often and for longer period of time since you now able to push middle waves further than the 1st tier tower. Turn this into your advantage on other lanes.
Continue with controlling the Mid Lane going left and right when needed. Still do wave clearing to keep pressure on the T2 middle tower or an Inhibitor. It is OK to do enemy jungle camps but carefully. All the same objectives from the Mid Game still remain.
When going in for a team-fight make sure your opponents have used their CC abilities. When fighting in the Jungle try to get a point close to a wall to limit angles you can be hit from with a crowd control ability.
Tips and Tricks with Gideon
- Coming soon
Gideon and Steel
Slam the Hole
Steel can protect Gideon sitting on his Black Hole by using his Shield Slam at the same time knocking up enemies and making them unable to CC. Additionally putting a Force Shield between the Rift Mage and enemies will protect him from any CC projectiles like Stasis Bomb or Boulder Throw.