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Gildur is a Tank Mage hero who specializes in harassing opponents from afar and setting up both ganks and team fights with a strong area of effect ultimate. He has good single-target burst damage, as well as multi-target control abilities, giving him ways to help the team no matter the situation.
- Strong Harass – Gildur’s abilities give him a strong lane presence, especially when he manages to hit opponents with Extravagant. This ability has a long range and does a moderate amount of damage, making it a useful poking tool. Extravagant also stuns whomever it hits, which Gildur can take advantage of by following up with Siege and a normal attack.
- Good Initiator – Gildur is a great at setting up fights, be they ganks or full team fights. From a distance, he can tag a target with Extravagant, jump in with Siege, and then finish with an explosive auto attack with his passive to deal a decent amount of damage and continually disable the target.
- Lots of Crowd Control – Each of Gildur’s abilities can be used to disable targets in some way. Siege procs his passive which knocks enemies back while Extravagant and Indulgence stun targets directly.
- Mana Reliant – Gildur’s abilities use a large amount of mana, especially early game. This means that you have to farm for mana regeneration or mana items in order to consistently harass your opponents and maintain effectiveness in long fights.
- Low Damage – While listed as a mage, Gildur cannot do enough damage to properly fill a team’s mage position. Instead, he is best used as a crowd control focused tank, setting up fights and locking down opponents for allies to clean up
- Vulnerable to Hard Control Abilities – While his ultimate ability is extremely strong, it can be countered with a well-timed stun or displacement ability. Gildur’s damage output and utility during team fights fall significantly when this happens. Given that Gildur is a mage, he needs to be able to cast his abilities consistently to remain effective throughout the game.
Hero Basic Strategy
- Gildur is best suited as a roaming support, though can babysit the carry or even hold the Dark Slayer lane if absolutely necessary.
- If you find yourself soloing your lane, try and farm to the best of your ability while staying safe from opponents. If you have a teammate, your job is to zone the opponents away from the minions and prevent them from farming. You can do this by being aggressive in your use of Extravagant.
- Keep in mind to harass your lane opponent with Extravagant. After stunning them, move in with Siege and hit them with an explosive normal attack for some nice additional damage.
- Don’t spend much time alone if you can help it. Gildur does best when supporting allies and doesn’t have the best ability to clear minion waves, so split pushing isn’t a great strategy for him.
- Start by leveling up Extravagant and max it as soon as possible. This will be your primary damaging and harassing ability throughout the game.
- Siege will be your initiating ability. Before you get your core items, it is best to only take a single point of this ability, as it will put Gildur in harm’s way when used.
- Level up Indulgence whenever you can. It has extremely good utility and damage, especially during team fights.
- Solo Battle: Tag the opponent with Extravagant to stun them. Follow with Siege and a normal attack for a small burst of damage. Alternatively, you can auto attack minions to build up towards an explosive attack through Midas Touch, stun the target with Extravagant, hit them with the explosive attack, and then move with siege to immediately have another explosive attack ready. This generally will not be enough to take down an enemy, instead a good bullying and harassing tactic. It was take several iterations of this to take down a foe, but there will be little that the opponent can do to dodge it when properly executed.
- Team Fights: Try to hit a squishy target with Extravagant. Charge in afterwards with Siege, following with an explosive auto attack. Lock down a group of enemies by getting in the middle and casting Indulgence. Continue to suppress enemies with Siege and Extravagance as they come off of cool down. Your role is to lock enemies down rather than to do much damage, so rely on your allies when it comes to finishing targets off.
- Escaping the Battle: Cast Siege to move away from the enemy. After putting some distance between yourself and your enemy, stun them with Extravagant. This will give you a bit of extra time to escape.
|Midas Touch – Passive – Every 4th normal attack knocks back targets and deal (+1 AP)ˀ magic damage. Gildur gains a shield for a short period of time when he uses any of his abilities.|
- Prime the explosion by attacking minions before moving to your target to blast them with an explosion to better set up the attack.
- The ability has a knockback which can be used to push opponents either away from or towards your teammates.
- Gildur’s shield effect is not present on the SEA server.
- The shield’s strength is roughly 0.75 AP lasts for three seconds if not destroyed.
- Gains a shield when Midas Touch is used (enhanced normal attack)
- Shield size is 160 (+20 per level) (+0.3 AP)
|Siege – Gildur charges forward, dealing 90/100/110/120/130/140 (+0.45 AD) (+0.45 AP) physical damage to enemies in his path. His next normal attack becomes Midas Touch.|
- Siege is your primary means of engaging. Use this to rush towards high priority during team fights.
- Siege is also a good tool for escaping unwanted team fights or ganks. Cast it away from your opponents to increase your chances of survival.
- Siege can be used directly after the explosion from Midas Touch for an immediate second explosion.
|Extravagant – Gildur launches molten gold that explodes upon contact with an enemy, stunning and dealing 400/500/600/700/800/900 (+1.2 AP) magic damage to all enemies nearby.|
- This ability is your main source of damage. It scales well and has a nice on-hit stun effect.
- Use Extravagant to harass your opponent during the laning phase or tag an opponent from long range with this ability before you gank to stun them and open them up to your Siege + Indulgence combo.
|Indulgence – Gildur summons golden shards that stun and deal 100/130/160 (+0.45 AP) magic damage to every enemy hit. This ability must be channeled and has a maximum hit duration of 3.5 seconds. Moving or using another ability after 1 second of channeling will interrupt this ability.|
- Indulgence can potentially stun the entire enemy team if you get in an optimal position. This ability is exceptionally strong if you manage to trap the opposing marksmen and mages, as it will prevent them from dealing their damage for the duration.
- Remember that this is a channeling ability, which means that getting stunned or displaced will cancel Indulgence.
How to Counter Gildur
- Avoid getting hit by Gildur’s Extravagant so that you won’t get damaged and stunned. This can be done by weaving in and out of your minion wave or using the nearby brush to make you hard to target.
- Gildur is vulnerable when he uses Indulgence. Do your best to disabling ability to cancel the ability.
Hero Item Build
|AP Tank Build|
Orb of the Magi
Holy of Holies
- Gildur can benefit from a typical mage arcana set which consists of Violate, Devour, and Flurry. These empower his ability damage as well as upping his attack speed to allow for more frequent use of Midas Touch.
- For a more tanky setup, get Indomitable, Benevolence, and Valiance. This builds up his survivability through HP while additionally providing cooldown reduction.
Gildur is mediocre against tanks, primarily since they often have strong control abilities. Given their beefy nature, most tanks can soak up Gildur’s pokes and harassment. During team fights, good tanks will be able to preemptively counter Gildur’s initiates. Specifically, they can interrupt Gildur’s Indulgence by stunning or displacing him, reducing his power during team fights.
Gildur fares well against most warriors. As Warriors are generally restricted to melee, Gildur can harass them from a distance with Extravagant. After chipping away their health, he can rush in with his Extravagant + Siege + normal attack combo to rough them up further.
Gildur does relatively well against assassins, so long as he can get the jump on them. While assassins have strong one on one abilities, they are rather squishy. Gildur is generally tanky enough to withstand their assault and can disrupt them with his disables. Conversely, well-farmed assassins can overwhelm Gildur, especially if he does not land his abilities.
Mages generally require keeping at a distance from their target to be effective. Gildur’s crowd control makes for a great counter to this, holding the target in place to give allies a chance to approach.
When it comes to marksmen, Gildur can do pretty well so long as he manages to land abilities and stick close to them. Marksmen are generally squishy targets who can easily be burst down. They are additionally high priority targets and should be suppressed as often as possible.
Gildur generally has trouble against support heroes. Oftentimes, support heroes have healing abilities that can mend any damage their allies take as well as utility abilities that disrupt Gildur’s combos and mitigate his damage during team fights.
That said, when it comes to one on one, Gildur does well against support heroes, since they generally do not have ways to cut through his defenses.
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