Table of Contents
- Abilities Analysis
- Deck Considerations
- Deck Build #1
- Heroes Synergy
- Steel Updates
TL;DR on Steel
Steel is a melee tank who uses his shield to protect his allies. Steel can use his shield defensively to block incoming damage or offensively as a means of crowd control.
When playing Steel, pick up cards that increase your Health, Basic and Ability Resistances.
Early game use your abilities to zone out enemies and keep them from gathering amber. Steel can take a ton of punishment with his Bulwark.
Bull Rush knocks enemies back in the direction you're moving.
As soon as you have your Ultimate, Shield Slam, look to set up kills for your allies. So initiate with your Ultimate then Bull Rush enemies back into your team. Late game your ability to lock enemies down is crucial. When initiating a fight, target the enemy damage dealers and don't forget, Force Shield deployed with Bulwark blocks enemy projectiles.
Lore of Steel
- Coming soon
- Coming soon
Steel's Abilities Analysis
Melee basic attack dealing Basic Damage.
Alternate Ability. Steel deploys his shield, crouching behind it for a short period of time. The shield blocks all enemy projectiles and applies Slow to enemies that are touching it. Re-triggering or attacking will cancel the ability early.
Primary Ability. Steel swipes his shield in front of him dealing Ability Damage and applying a brief Stun.
[Passive]: Grants Steel four stacks of Ability Armor. Taking Ability Damage removes one stack. Steel gains one stack on cooldown. This timer is reset whenever he takes new instances of Ability Damage.
Ultimate Ability. Steel slams down at a targeted area, knocking up all enemies, dealing Ability Damage and also applying Stun for a short period of time.
Shield Slam is a cast ability. When you hit a button Steel enters a targeting mode which can be cancelled. If confirmed with the basic attack button, Steel will execute a wind up animation (a huge jump) with a loud sound cue ending with a slam. When it lands, all enemies are knocked up and stunned. After landing a Slam Steel has a very short post-execution animation prior being able to move or use any abilities.
Radius and height. You can target an area not further than 900 units away from you which is pretty much close. For instance Basic Attack range is 1200 units. Radius of Shield Slam impact is 450 units. Shield Slam has it's height. Heroes with certain altitude will not be impacted. Of course a simple jump is not the case but Gideon can be pretty safe while executing his Black Hole after using Torn Space.
Leading the target. As it was already mentioned, there is a delay between confirming the ultimate and landing the Slam. Therefore seeing your target inside the AoE area while in targeting mode, does not always guarantee a hit. You have to aim it so that your enemy is inside that AoE when the ability's wind up animation is done. It can be even more challenging against Heroes with instant reposition abilities like Rocket Dash (TwinBlast) or Staff of Legend (Wukong).
CC-immunity. Steel's ultimate is a special one. Not because it is impactful but also due to it grants Steel CC-immunity during execution. This makes his Slam inevitable even in case Wraith is executing his Back it up! on him.
Using the ability. Shield Slam is an extremely impactful ability since it knockups all enemies in AOE rendering them helpless for 2 seconds. It is a lot for a good initiation. A well landed Slam can disable an entire enemy team giving you and your teammates those precious seconds to focus down a carry or to pick off a dangerous initiator. Alternatively Shield Slam is an awesome AOE interruption tool. In a team-fight be patient. Wait until you see enemies going all-in and charging all their abilities into your teammate. Disable them all at once with one Slam and see them melting down in a cross-fore of your allies.
Combo. Shield Slam has to be followed up by Bull Rush. In rare cases it is vice versa. These two abilities are just created to for each other disabling your enemies for a total of about 3 seconds.
Steel's Deck Considerations
Steel Deck Build #1
Gameplay with Steel
Tips and Tricks with Steel
- Coming soon
Steel and Dekker
If you manage to get a team with Steel and Dekker you will get an opportunity to combine their two stuns together to isolate and eliminate your target. Well, actually three stuns since we are talking about Shield Slam, Bull Rush and Stasis Bomb. If you manage to land them all in a perfect order you will have about 5 seconds of stun which is nearly a 100% secured kill. The same is applicable to Narbash (Thunk) and Rampage (Boulder Throw),
v40.0 (May-16 2017)
- Has been removed.
- Has been reworked:
- Steel now deploys a smaller, attached Force Shield as an extension of his shield while channeling Bulwark.
- Duration increased (4 seconds at all levels → 4 / 5 / 6 / 7)
New Ability: Ablative Armor (E / Circle)
- Passive: Grants Steel four stacks of 50 / 65 / 80 / 95 Ability Armor (For a total of 200 / 260 / 320 / 380 Ability Armor).
- Taking Ability Damage removes one stack.
- Steel gains one stack every 6 / 5 / 4 / 3 seconds. This timer is reset whenever he takes new instances of Ability Damage.
v38.3 (Mar-13 2017)
- No longer occasionally blocks the pull of Grux’s Smash & Grab
- Force Shield builds and becomes active .5 seconds faster
v38.1 (Feb-28 2017)
- Reduced range to 900 from 1500.
- Reduced radius to 450 from 500.