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|List of Item Builds|
Wiro is a strong tank/warrior hero who can rush into enemies and tear them apart with his mighty aze. He possesses large amounts of crowd control, with which he can lock down heroes and set up fights for his team. With the Sacred 212, Wiro can pull himself back up from the brink, returning to battle and remaining a constant force on the battlefield.
- Loads of Crowd Control – With two knock ups, a push, and a slow in his kit, Wiro can completely lock down foes in fights. Each of these abilities has some sort of area of effect as well, making them exceptional tools for team fights.
- Offense/Defense Balance – Despite his labeling as a tank, Wiro is able to build offensively and deal quite a bit of damage to the enemy team. 212 Axe is very spammable and allows for rather impressive amounts of damage. In addition, Sun Ray Fist beefs up Wiro’s attacks and abilities passively with additional damage.
- Large Ultimate – As Wiro charges Sun Ray Fist, its area of effect grows. This allows him to easily disable the entire enemy team in fights if given time to charge, making it a very powerful tool in battles.
- Weak to Kiting – Wiro’s only movement ability is Tornado Fist, which cannot pass through structures or walls. This alone is generally not enough to escape from heroes who excel at kiting nor is it something that Wiro can usually save for escape. Good ranged heroes will be one of Wiro’s biggest threats.
- Short Range – Wiro is primarily restricted to melee range and can struggle with units from afar. His only chance to approach is with Tornado fist. Failing that, he will be completely reliant on his teammates when opponents slip out of his reach.
Hero Basic Strategy
- Wiro can be put into a variety of positions in game. His strongest is in the Dark Slayer lane, however, players may also find success when using Wiro in either the jungle or as a roaming support as well.
- 212 Axe should always be focused over Tornado Fist. While Tornado Fist is a strong initiate, 212 Axe is too central both to Wiro’s damage output and control to be delayed.
- Take levels of Sun Ray Fist whenever possible. Not only is the ability powerful when activated, it additionally grants additional damage to Wiro’s abilities and normal attacks.
- Solo Fights – Charge into an enemy with Tornado Fist to push them into dangerous territory and into a wall if able. Follow up with a quick Sun Ray Fist to prolong their stun and deal additional damage before activating 212 Axe and ripping through them with normal attacks. This will knock them up a third time, allowing for you and your allies to finish them off without offering any opening for escape or resistance.
- Team Fights – Try and push an enemy towards your team and away from their allies to start things off. This will cause the battle to start with your team at an immediate advantage. Rough the enemy or enemies up with strikes from 212 Axe, starting to charge Sun Ray Fist when they are knocked up. Charge for as long as possible, releasing early if the enemy tries to disable you. Continue to rough up enemies with 212 Axe and normal attacks afterwards, keeping enemies away from your squishy friends.
- Escaping Fights – Wiro’s only option when escaping is Tornado Fist. Be careful when using this, as it will stop if Wiro collides with a wall or turret.
|Sacred 212 – Wiro’s training has reached a new level, increasing his armor and magic defense (not effective while on cooldown.) When Wiro is near death, his health is restored by 60% and he is immobilized for 4.5 seconds, during which he loses 25 armor and magic defense and 3 insignias appear around him. When touched by an ally hero, each insignia restores 10% HP to Wiro and the hero. After all 3 insignias have been activated or at the end of 4.5 seconds, Wiro deals 150 (+1.0 AD) magic damage to nearby enemies and reduces their movement speed. He also gains 50% attack speed and 30% movement speed for 5 seconds. This effect can only be triggered once every 90 seconds.|
- This grants Wiro some additional safety in fights, making him a prime candidate for intercepting enemy fire.
- Staying close to allies in team fights will help ensure that the insignias get activated quickly to better ensure Wiro’s survival and a quick recovery.
|212 AXE – Wiro resets his normal attack and enhances his next 3 normal attacks, with each strike dealing additional 100/130/160/190/220/250 (+0.2 AD) physical damage. The 3rd strike knocks the target into the air for 0.75 seconds.|
- As this modifies normal attacks, 212 Axe strikes benefit from on-hit modifiers and critical hits. Items like Fafnir’s Talon, The Beast, or Slikk’s Sting can find some use in more creative Wiro builds.
- Activating 212 Axe resets Wiro’s attack timer, meaning that using it directly after an auto attack will cause Wiro to quickly attack again. This is a good way to burst enemies and maximize Wiro’s damage potential.
|Tornado Fist – Wiro charges in the target direction (but will be stopped if he runs into an obstacle,) dealing 100/130/160/190/220/250 (+0.4 AD) physical damage to enemies along the way and knocking them back. If enemies are knocked into an obstacle, they take 50% additional damage and are stunned for 1 second. If Wiro runs into an enemy building, the building takes 250 (+1.0 AD) physical damage.|
- This is a great way to sneak in some additional damage when attacking a tower. Only use it when the chance of enemy retaliation is lower, however, to avoid getting caught without your only movement ability.
- Use the time that enemies are knocked up or stunned from 212 Axe and Sun Ray Fist to position yourself before pushing with Tornado Fist
- Wiro can flicker behind enemies and push them back with Tornado Fist to split up the enemy team or set up quick kills.
|Sunray Fist – Wiro charges for a short period of time (during which he can move, and 80% of the cooldown is returned if the ability is cancelled) then smashes his axe into the ground, dealing 300/375/450 (+1.5 AD) physical damage to enemies nearby and knocking them in the air for 1 second. The longer the charging time, the larger the range and the higher the damage, up to a maximum of 1000 (+1.5 AD) physical damage. Each enemy that gets knocked into the air deals an additional 50% physical damage to other nearby enemies when they land.Passive: After learning this ability, Wiro’s abilities and enhanced normal attacks deal additional 38/42/46 (+0.25 AD) magic damage to nearby enemies and buildings for 3 seconds.|
- While the ability is devastating when fully charged, quickly casting the ability can sometimes be the better choice. Quickly casting will deal with enemies directly around Wiro while additionally not offering an opening to be disabled.
How to Counter Wiro
- Attack Wiro from afar, especially behind structures. His only movement ability, Tornado Fist, cannot pass through walls and isn’t the most reliable for approaching enemies.
- Stun or knock up Wiro when he is charging his ultimate to interrupt it. While it will not return fully to cooldown, Wiro will have to wait before he can use the ability again.
Hero Item Build
|SG Recommended Build|
|Mantle of Ra||Gilded Greaves||Frost Cape|
|Medallion of Troy||Mail of Pain||Fenrir’s Tooth|
- Wiro can be built offensively to up his damage potential, taking typical warrior arcana. In such a case, full sets of Onslaught, Assassinate, and Skewer would be most beneficial to him.
- Players may also wish to build up Wiro’s defensive power, in which case sets of Indomitable, Benevolence, and Valiance can be great.
While Wiro won’t be able to burst them down, he can push tanks back and deal with most of their crowd control. This is especially important when tanking for your own team. Watch out for their crowd control when charging Sun Ray Fist, though, as it can interrupt the charging period.
Wiro will generally be on fairly even footing with warriors, though some might be able to out-damage him. Watch both your and your opponents’ level and gold when deciding to engage, as that will be the main factor in deciding the winner.
While assassins pack serious damage, they are generally weak to crowd control. Hit them with Tornado Fist or a quick Sun Ray Fist to disrupt their combo and either flee to safety or hold them in a fight until the team arrives. The longer the engagement with an assassin, the more likely Wiro is to win.
Mages are big trouble, as they can damage Wiro from afar and prevent his approach. Generally, Wiro will have an advantage at close range, however will need to be either very sneaky or clever to get that close.
Marksmen can be a nuisance with large amounts of damage at their disposal and a range advantage. Try to get to them quickly in team fights to avoid getting torn apart helpless from afar.
Supports are no trouble on their own, however can make team fights tricky. They generally have a lot of crowd control, making charging Sun Ray Fist a hassle. They are normally best left until after the damage dealers are dealt with, so try not to let them get under your skin.
Arena of Valor (AoV) Recommended Article List
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|Beginner's Guide||Hero Tier List|
|Hero Class Guide||Armory (Item List)|
|▼ Popular Articles|
|Beginner's Guide||Hero Tier List||Hero Class Guide||Armory (Item List)|