Table of Contents
- Abilities Analysis
- Deck Considerations
- Deck Build #1
- Heroes Synergy
TL;DR on GRIM.exe
GRIM.exe is a ranger built to control the battlefield and neutralize enemies. His array of abilities reward precision play and allow him to lock down and destroy high-value targets.
Focus on buying cards that increase your Power and Mana Regen
GRIM.exe has a ton of utility built in to his kit. "Displacement Blast" fires an energy ball that knocks enemies away from the explosion. Use this to displace your targets or to knock away incoming threats.
"Deflector Shield" will emit a bubble that absorbs an incoming spell. When timed correctly, this ability can get you out of bad situations, even enemy ultimates.
"Suppression Mode" will cause enemies you hit to be slowed. This is a powerful tool that allows you to stick to targets. It can even be used to slow incoming threats.
And finally GRIM.exe's ultimate "Gyro Targeted Force Orb" or "G.T.F.O" will fire a long range homing bolt that will track down it's target, wherever they go.
When playing GRIM.exe, you decide when it's time to fight. Use your abilities to dismantle enemy engagements, slow down targets and displace enemy damage dealers. Once you spot your victim, use "G.T.F.O" to vaporize your target.
Lore of GRIM.exe
- Damage output
- Homing ultimate that can be denied in only exceptional cases.
- Battlefield control
- High skill cap hero.
- No escape (though has some denial tools with Deflector Shield)
- Unreliable peeling tool.
GRIM.exe's Abilities Analysis
Basic Attack. GRIM.exe fires blasts from his ranged Pulse Cannon dealing Basic Damage.
Basic attacks can be modified by Suppression Mode to slow enemies hit.
Alternate Ability. GRIM.exe activates a shield that blocks the next incoming enemy ability. If the shield successfully blocks an ability, GRIM.exe regains percent of missing Mana.
Deflector Shield is an instant ability giving Grim a chance to deny any ability within a short period of time. When the shield is up Grim can still move and use any other abilities. It requires execution mastery since you have to trigger it in the right moment. If it is activated too early or too late, then it will not do you any good.
To block or not to block. Here is a short summary on what can and can't be blocked with Deflector Shield:
- Number one, Deflector Shield does not block damage from basic attacks, towers, minions, or core. Obviously they are not abilities.
- Number two, Deflector Shield does fully block any ability applying its effect at once. E.g. Long Arm of the Law from Murdock, Rampage's Boulder Throw, or Steel's Shield Slam.
- And lastly, Deflector Shield only partially blocks abilities applying their effect over time. For example Hail of Arrows, Make It Rain, or Black Hole do damage in ticks therefore Deflector Shield will block only one tick and not an entire ability.
Special cases. Blocking an ability means not only blocking damage. There are a lot of abilities in Paragon applying little to none damage but still impactful by their effects. Deflector Shield will block all that effects along with damage. For example, you can block Revenant's Reckoning, or such a powerful battlefield control ability like Back it up! of Wraith. Curse, Shield Slam, Neural Disruptor and a lot others.
In order to block Cryoseism you need to activate it before it applies the first explosion. However be prepared for subsequent explosions in case you have minions or allies nearby.
Judgement of the Heavens can be blocked only if the shield is activated before the tether is applied.
Using the ability. Deflector Shield can be very impactful. When used properly may either save your life or even screw up an entire enemy's engagement based on initiation with some CC like Steel's Shield Slam. To use the Shield to its full potential you need to pay attention to sound cues and keep an eye on your enemy to predict their actions. Remember that there are certain tricks that can be used by your enemies to force you to misuse the ability. E.g. an enemy Hero can pretend to use any ability with aiming phase (like Stasis Bomb or Thunk). If you trigger Deflector Shield, before they actually confirm their ability you will find yourself in an awkward situation.
You also might be willing to use Deflector Shield just to refill your Mana pool. I.e. deliberately expose yourself to something like Bramble Patch, Bad Medicine etc. Something that is predictable and safe enough to use the shield with the only purpose of gaining Mana.
Similarities. If you got used to playing Yin you will find Deflector Shield similar to her Backlash which requires pretty much similar execution mastery to deny abilities. Backlash doesn't block non-projectile abilities but reflects all the rest.
Primary Ability. GRIM.exe lobs a Displacement Blast that deals damage in an area and knocks enemies away from the center of the blast.
Displacement Blast is an instant ability with aim-confirm execution. Activate with the ability button and then confirm with the basic attack or cancel. The blast itself is a projectile that moves along a ballistic trajectory. Because it is a projectile it can be blocked (Bulwark, Containment Fence) or halted (Quelling Gale). Displacement Blast requires a lot of execution mastery because it requires not only a skill to land it precisely but also an ability to predict your enemies movements in advance.
Displacement Blast can be used during a jump to reach further.
Using the ability. A ranged displacement effect is a very versatile tool to control battlefield. It can be used both defensively and offensively:
- First of all, Displacement Blast is the only peeling tool for Grim. If an enemy is right in front of you, then lob the blast right under your feet. It will work exactly like Buckshot.
- Second, Displacement Blast deals damage. With such a long distance it is a perfect ability to deal constant damage over time.
- Next, with good aiming and prediction skills it can work as a peeling tool for your allies, or a ranged control tool preventing enemies from pulling back. However it really requires a lot of skill. If you fail to aim properly you may help your enemies to chase you ally instead of pushing them away.
Note that if you have a melee enemy right in your face you need to use this tool very cautiously since it's easy to miss and pull your enemy right to the path of your escape. The best way to avoid that is to turn around (so that your enemy is right behind you) and while keeping running forward (away from enemy) shoot Displacement Blast right below yourself.
You can also interrupt last-hitting with this ability during early game. Shoot a second before your enemy is expected to make a killing blow to your minion and that's it. If you are far enough this may even not trigger aggro from enemy minions keeping your lane frozen.
Secondary Ability. GRIM.exe toggles Suppression Mode, modifying his Pulse Cannon to apply a slow on hit.
Very useful tool to keep your enemy in range if you want to keep fighting or to help you disengage. Drains your mana pretty fast so be sure to save enough for a Displacement Blast or G.T.F.O. Early game is not very effective due to very small slow amount but late game can be very deadly for a hero caught out of position.
Ultimate Ability. GRIM.exe comes to a halt and locks on to an enemy hero. After a short channel, a Gyro Targeted Force Orb is launched. The orb will pass through the world and non-hero units, but can be blocked by enemy heroes and ability-generated walls. The orb deals Ability Damage upon hitting an enemy hero.
The most precise damage dealing ultimate in Paragon with very few ways to deny it. Can be blocked by Containment Fence, Bulwark or by Deflector Shield. This ultimate is similar to Long Arm of the Law since it allows you to contribute to a team-fight from very long distance and finish off critically wounded enemies. The difference though is in limited range and inability to hit multiple targets. Instead you are nearly 100% sure that damage is going to be dealt.
G.T.F.O. can be blocked by:
Special cases. Frozen Simulacrum can be targeted by G.T.F.O. Keep that in mind when aiming. And one more thing, when Aurora is locked down as a target she still has an opportunity to block G.T.F.O. with her Simulacrum if she manages to put it between the orb and herself.
Another special case is recalling to base. If you launch G.T.F.O. right before your target teleport to base, then the orb will keep chasing that target.
GRIM.exe is not able to move while charging up and a short period afterwards so keep that in mind and position yourself accordingly.
GRIM.exe's Deck Considerations
Grim a Hero somewhere between an ADC and a caster. He has potential for being both but he is neither of the two. When building a deck you will want to invest into both Basic Damage and Ability Damage and maintain that perfect balance.
Core Cards for Grim.EXE
Tireless Reaper has an extremely good synergy with G.T.F.O. It will help Grim to mitigate its Mana cost and keep enemies under constant pressure.
GRIM.exe is an ability carry relying not only on his basic attacks but also on his abilities G.T.F.O and Displacement Blast. Thaumaturge is a way to invest into Power and Mana by hitting enemies and this is a perfect match for GRIM.
GRIM.exe Build #1
Gameplay with GRIM.exe
Tips and Tricks with GRIM.exe
- Displacement Blast can be used during a jump to reach further.
GRIM.exe and Dekker
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v38.3 (Mar-14 2017)
Mana gain per level increased to 33.6 from 28.8
- Card Scaling increased to 0.92 from 0.85
- Suppression Mode slow now has an .8 second duration.