1 year ago
1
Patch 9.11
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Tactical Tonys - EU

Here i shall state some general tips for Ganesha:

A good ability combo to learn is: Remove Obstacles into Ohm. The stun and knockup from Remove Obstacles will mean the enemy affected will be stopped infront of you, meaning they'll be stuck in the Ohm silence cone. This means the target will be unable to use abilities for about 3 seconds (should you channel Ohm for its entire duration), whilst also being immobile for some of this time as well.

Your passive applies not only to gods, but to minions and jungle camps, i go over the impacts of this in the abilities section, but remember you also have an increased range and timer on assists

The damage increase from Ganesha's turn of fate also applies to Hand of the Gods. This is however exceedingly niche as it usually only amounts to a bonus 12 damage

While Ganesha does have soem potential for offensive playmaking, that being your dash and ultimate, you should primarily be looking to peel for teammates.

The combo listed in the first tip means youre extremely good at punishing bad positioning, providing yours isnt worse. If an enemy dives too deep or is too commited to a kill, you can easily hold them in place and allow your team to collapse on them

Main Build
Build Section
Notes

This is a standard build i would use in most games, unless sepcific counter items are needed. In the current meta, i recommed that Thebes, Manticore's Spikes, and Spirit Robe are essential support items.

Starting Build
Benevolence

Benevolence

+75
Health
+10
Mp 5
+10
Hp 5

PASSIVE - While not near an ally god you gain 1 stack of Benevolence every second, up to a maximum of 50. Assists provide 4 stacks. While within 70 units of a hurt ally god you use up to 5 stacks a second to heal them and yourself for 0.6% of your Maximum Health. Each stack consumed provides you with 1 gold. If you overcap stacks they will still provide gold as long as you are near an ally god. Can be upgraded at level 15.

Glowing Emerald

Glowing Emerald

+100
Health
+10
Hp 5

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Hand of the Gods

Hand of the Gods

This consumable deals 20000 True damage to Jungle Monsters around you. This only affects Monsters on your side of the Jungle.

Notes

I've found benevolence to be the better starter on Ganesha. Sentinels is a viable item however, if you prefer it.

Finished Build
Compassion

Compassion

+50
Magical Protection
+250
Health
+45
Hp 5
+15
Mp 5

AURA - You gain 8 GP5 if you have the lowest gold on your team. Damage taken by allied gods within 70 units of you is reduced by 12%, up to a maximum of 100 damage. The reduced damage is redirected to you as Magical Damage. If you would die from this damage it does not get reduced or redirected.

Evolved Gauntlet of Thebes

Evolved Gauntlet of Thebes

+200
Health
+45
Physical Protection
+45
Magical Protection
+15
Hp 5

AURA - Allies within 70 units receive 10 Physical Protection and 10 Magical Protection.

Manticore's Spikes

Manticore's Spikes

+30
Physical Protection
+30
Magical Protection
+300
Health
+20
Mp 5

PASSIVE - When you hit an enemy god with Hard Crowd Control, they drop Spikes on the ground that lasts for 7s. When you or an allied god pick up a Spike, they gain a buff that causes their next ability to deal bonus Magic damage equal to 3% of their own Max HP. This effect lasts 15s and is doubled if you are the one who picks up the Spike.

Spirit Robe

Spirit Robe

+35
Physical Protection
+35
Magical Protection
+10%
Cooldown Reduction
+20%
Crowd Control Reduction

PASSIVE - You gain an additional 15% Damage Mitigation for 3s whenever you are hit with a hard Crowd Control Effect or Root. This can only occur once every 15 seconds.

Y10 Spear of the Magus

Y10 Spear of the Magus

+75
Magical Power
+8%
Magical Lifesteal
+10
Magical Penetration

PASSIVE - Whenever you damage an enemy god with an ability you mark them to take 5% increased damage from all sources. This effect lasts for 8s and can only occur once every 15s.

Pridwen

Pridwen

+25
Physical Protection
+25
Magical Protection
+20%
Cooldown Reduction

PASSIVE - When your Ultimate ability has finished casting, you gain a Shield equal to 90% of your Protections from items and abilities for 5s. When destroyed, by timing out or being depleted, it explodes in a 30 unit radius and deals Magical damage equal to 75% of your Protections from items and abilities and slows targets by 25% for 3s. This can only occur once every 45 seconds.

Notes

Relics as well as order of pridwen and magus change up as needed (if youre dying a lot go pridwen then magus, if youre comfortable and want the extra damage get the magus)
If you need antiheal get divine ruin instead of magus (and maybe try and fit in either pestilence or contagion but they dont feel as good imo)

Defensive Builds
Notes

The damage item at the end can change depending on matchup
Divine ruin for anti heal (Though this should be gotten earlier and can consider pestilence or contagion)
Desolation/Chronos' Pendant for cooldown
Soul Reaver for %health damage
This is also true for the main builds, however i feel magus' passive works best for a support, making a specific target take extra damage from all sources

Against Magical (4 or 5)
Compassion

Compassion

+50
Magical Protection
+250
Health
+45
Hp 5
+15
Mp 5

AURA - You gain 8 GP5 if you have the lowest gold on your team. Damage taken by allied gods within 70 units of you is reduced by 12%, up to a maximum of 100 damage. The reduced damage is redirected to you as Magical Damage. If you would die from this damage it does not get reduced or redirected.

Amulet of the Stronghold

Amulet of the Stronghold

+45
Magical Protection
+200
Health

AURA - Allied gods within 70 units have their Magical Protections increased by 15 and their MP5 increased by 30. <n>GLYPH - You gain Magical Protections equal to 15% of your Physical Protections.

Genji's Guard

Genji's Guard

+100
Health
+60
Magical Protection
+40
Mp 5
+10%
Cooldown Reduction

PASSIVE - When you take Magical Damage from Abilities your cooldowns are reduced by 3s. This can only occur once every 30s.

Manticore's Spikes

Manticore's Spikes

+30
Physical Protection
+30
Magical Protection
+300
Health
+20
Mp 5

PASSIVE - When you hit an enemy god with Hard Crowd Control, they drop Spikes on the ground that lasts for 7s. When you or an allied god pick up a Spike, they gain a buff that causes their next ability to deal bonus Magic damage equal to 3% of their own Max HP. This effect lasts 15s and is doubled if you are the one who picks up the Spike.

Spirit Robe

Spirit Robe

+35
Physical Protection
+35
Magical Protection
+10%
Cooldown Reduction
+20%
Crowd Control Reduction

PASSIVE - You gain an additional 15% Damage Mitigation for 3s whenever you are hit with a hard Crowd Control Effect or Root. This can only occur once every 15 seconds.

Y10 Spear of the Magus

Y10 Spear of the Magus

+75
Magical Power
+8%
Magical Lifesteal
+10
Magical Penetration

PASSIVE - Whenever you damage an enemy god with an ability you mark them to take 5% increased damage from all sources. This effect lasts for 8s and can only occur once every 15s.

Against Physical (4 or 5)
Compassion

Compassion

+50
Magical Protection
+250
Health
+45
Hp 5
+15
Mp 5

AURA - You gain 8 GP5 if you have the lowest gold on your team. Damage taken by allied gods within 70 units of you is reduced by 12%, up to a maximum of 100 damage. The reduced damage is redirected to you as Magical Damage. If you would die from this damage it does not get reduced or redirected.

Sovereignty

Sovereignty

+200
Health
+35
Physical Protection

AURA - Allied gods within 70 units have their Physical Protections increased by 15 and their HP5 increased by 25.

Jade Emperor's Crown

Jade Emperor's Crown

+30
Magical Power
+50
Physical Protection
+300
Health
+10%
Crowd Control Reduction

AURA - Enemy gods within 40 units have their Physical Power reduced by 15%.

Manticore's Spikes

Manticore's Spikes

+30
Physical Protection
+30
Magical Protection
+300
Health
+20
Mp 5

PASSIVE - When you hit an enemy god with Hard Crowd Control, they drop Spikes on the ground that lasts for 7s. When you or an allied god pick up a Spike, they gain a buff that causes their next ability to deal bonus Magic damage equal to 3% of their own Max HP. This effect lasts 15s and is doubled if you are the one who picks up the Spike.

Spirit Robe

Spirit Robe

+35
Physical Protection
+35
Magical Protection
+10%
Cooldown Reduction
+20%
Crowd Control Reduction

PASSIVE - You gain an additional 15% Damage Mitigation for 3s whenever you are hit with a hard Crowd Control Effect or Root. This can only occur once every 15 seconds.

Y10 Spear of the Magus

Y10 Spear of the Magus

+75
Magical Power
+8%
Magical Lifesteal
+10
Magical Penetration

PASSIVE - Whenever you damage an enemy god with an ability you mark them to take 5% increased damage from all sources. This effect lasts for 8s and can only occur once every 15s.

Other Useful Items
Sentinel's Gift

Sentinel's Gift

+10
Physical Protection
+10
Magical Protection
+75
Health
+7
Mp 5

PASSIVE - Getting the assist for an enemy minion or jungle monster dying will provide 8 Bonus gold and restore 12 Health and 8 Mana. If you are not within 30 units of an allied god for 20 seconds this passive is disabled until you are near an allied god again. Can be upgraded at level 15.

Sentinel's Embrace

Sentinel's Embrace

+25
Physical Protection
+25
Magical Protection
+150
Health
+20
Mp 5

AURA - You gain 8 GP5 if you have the lowest gold on your team. Evenly split 60 Physical and Magical Protection among all allied gods within 55 units and yourself. If you are alone you only gain 30 Physical and Magical Protections.

Y10 Pythagorem's Piece

Y10 Pythagorem's Piece

+35
Magical Power
+150
Health
+6%
Magical Lifesteal
+10%
Cooldown Reduction

AURA - Allied gods within 70 units have their Magical Lifesteal increased by 6% and their Magical Power increased by 15 or their Physical Lifesteal increased by 6% and their Physical Power increased by 15.

Mail of Renewal (old)

Mail of Renewal (old)

+400
Health
+10
Hp 5
+10%
Cooldown Reduction

PASSIVE - You gain 15% of your maximum Health and Mana over the next 3 seconds when you get a kill or assist against an enemy god or Objective.

Traveler's Cloak

Traveler's Cloak

+40
Physical Protection
+10
Magical Protection
+125
Health

Spectral Armor *old*

Spectral Armor *old*

+60
Physical Protection
+200
Health
+300
Mana
+10
Mp 5

PASSIVE - Physical Critical Strikes bonus damage taken is decreased by 40%.

Emperor's Armor

Emperor's Armor

+50
Physical Protection
+250
Health

AURA - Damageable enemy structures within 55 units have their Attack Speed reduced by 30%. Damageable allied structures within 55 units have their Attack Speed increased by 30%.

Chronos' Pendant

Chronos' Pendant

+70
Magical Power
+20
Mp 5
+20%
Cooldown Reduction

PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.

Pestilence (old)

Pestilence (old)

+80
Magical Protection
+250
Health

AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.

Shogun's Kusari

Shogun's Kusari

+45
Magical Protection
+150
Health
+20
Mp 5
+10%
Attack Speed

AURA - Allied gods within 70 units have their Attack Speed increased by 30%.

Witchblade

Witchblade

+30
Physical Protection
+250
Health
+10%
Cooldown Reduction
+7%
Movement Speed

AURA - Enemies within 55 units have their Attack Speed reduced by 25%.

Soul Reaver

Soul Reaver

+65
Magical Power
+300
Mana

PASSIVE - Your abilities deal an additional 1% of the target's maximum Health as Magical Damage. If the target has over 2250 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.

Hide of the Nemean Lion

Hide of the Nemean Lion

+70
Physical Protection
+200
Mana
+20
Mp 5

PASSIVE - Every 8 seconds you gain a block stack if you have at least 80 total Protections from items and abilities, preventing 65% of the next Basic Attack's damage. For each additional 80 total Protections from items and abilities the max. stacks increases, up to a cap of 3.

Notes

These items all can be used if you so desire.
Mail of Renewal can be an alternate start to Thebes, providing instant protections and a strong healing passive
Spectral, Contagion, Pestilence, Shoguns, Witchblade, and Nemean will all be matchup dependant
Pythags, Chronos', and soul reaver are also all viable damage options, with pythags being a more team oriented one, and does have a useful 10% cooldown reduction stat as well.

Relic Choices

Y10 Emblem of Increasing Peril

Y10 Emblem of Increasing Peril

Using this item Slows the Movement Speed of all enemy gods within 35 units by 30% for 5s. Their Attack Speed is reduced by 25% for the duration. Additionally, their Damage Dealt is reduced by 10%. If an enemy deals 10% of an Allied God's Maximum Health within the duration, the debuff's effects are increased by 5% each, stacking up to 3 times. Cooldown - 110s.

Notes

These are the alternate relics that can be considered, depending on the game
Phantom if there is an Odin, Cabraken, or other nasty walls (Whilst your dash allows you to pass through, your allies will need the help)
Ankh if there is a lot of healing (I feel blighted is the better upgrade)
Horiffic Emblem if you're able to play more aggressive and the enemy is lower mobility
Beads if youre getting crowd controlled too much

Other relics i feel are too niche, not as good, or dont see a reason to pick over other relics.
Notable choices though:
Entangling wings for fun
Blink if you choose to build Sentinels
Sunder for even more damage if you can hit it consistently
Thorns can also be sometimes fun

Leveling Order
Skills Section
Untitled Skill Leveling
Turn of Fate
Turn of Fate
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Ohm
Ohm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Remove Obstacles
Remove Obstacles
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Dharmic Pillars
Dharmic Pillars
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

Before i continue, i want to state that Ganesha's passive DOES apply to minions, jungle camps, everything. This means that thebes will stack if you get a killing blow on a minion and someone is in assist range, and similarly if you kill an enemy in assist range of someone with, for example, book of thoth, they will receive stacks on that item. Whilst it is good practice not to kill minions as a support, Ganesha lets you not have to be so diligent with yourself.

I have shown the levelling order for the first 5 levels, as these i feel are most important to highlight, and everything following just involves maxing each ability when possible (and i dont remember the levels the ult upgrades at lmao)


Turn of Fate is your main source of damage and lane clear, as well as providing a power increase for each enemy hit 2%. This will always be, 99.9% of the time, the first ability you put a point in to


Remove obstacles at level 2 allows for good lane pressure, strong peel, good setup, and more early damage. I will also stress that this dash has a unique function of allowing you to pass through player made walls. This includes Odin's, Ymir's, Cabrakan's, etc. Any player made object that would normally block your movement, This dash lets you go through.

After this, get a point in Ohm so you have every ability available. Two important features of Ohm: 1.) It gives a protection aura whilst being channeled (60 of both prots at max rank). 2.) You are knockback immune (though move slightly slower) while channeling

You've likely heard before about the offensive amount of damage Ganesha's ult can do. Most of this comes from being hit by multiple ticks of the damage lines. To try and guarantee as much damage as possible, place a corner directly infront of an enemy, blocking their movement. This will cause them to get stuck and be forced to take some damage. Alternatively, you can hit someone with your dash as they take damage to hold them in the area, dealing some ridiculous numbers. This is however quite difficult to pull off. Really though, if you just place this in the middle of a teamfight, youre bound to hit most people and get some decent value out of it.

Your leveling order priority will be:
Dharmic Pillars
Turn of Fate
Ohm
Remove Obstacles

Matchups
Gods Section
Strong Against
Notes

Gods without leaps can be easily trapped by your ult, and you can also ignore any walls that gods may create, nullifying one of their abilities. Having a long channeled silence also makes Ganesha useful against ability reliant gods (Especially King Arthur), or gods who themselves have long channeled or windup abilities that dont provide cc immunity (Cabraken Tremours, Cerberus Breath, Kumbha Slam, etc)

Weak Against
Notes

Gods with leaps can ignore Ganesha's ult and jump over the damage. Auto attackers are also relatively indifferent to Ganesha's silence. Gods that play at longer ranges than others are also generally safe from Ganesha's silence and his dash, making it difficult to land any crowd control without putting yourself into danger