5 years ago
1
Patch 6.3
Player Avatar

The SIuts - NA

SO out of the four seasons I have played this game I have played Ah Puch the most out of every god. I am a masters level conquest player with lot's of experience with this character in 5mans, scrims, in houses, ranked and sail matches against good players. Of course I am a mid main and understand most of the match ups and will explain what you can do / build to help in most circumstances.

Main Summary
Build Section
Notes

Ah Puch is a four damaging ability mage with no escape. You will be relying on a lot of positioning and warding to make him work as his late game potential, even at seiging is insanely strong. You can not just pick this mage every time into every match up as he can suffer bad against heavy dive comps with a low of CC. Unless you are building a team around him with like a solo geb or khepri support, he will be insanely impactful. Which makes match up your main concern.

Your positioning is your biggest awareness when playing this character. You have no escape and unlike other mages that have no escape, they can have more movement speed built in their kit like posiedon, ra and vulcan. This makes warding very important throughout the entire game, and most of the wards will be defensive, placed low in choke points to watch out for blinks or early rotations that will punish you.

You will be mostly double casting abilities to clear waves of minions, and camps. Which makes you use a lot of mana early game making you recall to base more often. This will make it tempting to buy book of thoth early, but the build patch I have selected below will benefit you and your team more. As you will have tanks most likely trying to invade your buffs, you can kill them with your early penetration.

Ah Puch has pretty good pressure so most invades against him will be rough as long as you're timing your backs in correlation when your buffs are respawning. You will be standing on the opposite side of red buff when clearing mid waves so your entire corpse surge hits the wave (just a small tip).

If you are trying to pick him up in a scrim, you will be trying to mainly build around him and picking up things that will support him early like Geb, kehpri etc.. Also picking him up late verses high sustain comps gives your team an even greater advantage.

Your 1500 gold start
Mage's Blessing

Mage's Blessing

+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana ROLE QUEST: MID Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Mage's Blessing Evolves, gaining 10% Cooldown Reduction.

Magic Focus

Magic Focus

+20
Magical Power

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Notes

Your 1500 gold start more than likely will always me mages blessing and magic focus. One health pot to heal off any early poke and two mana pots to sustain and farm your early. You will almost ALWAYS but beads as Ah puch is easily picked off by any cc ability in the game until you get your build going and support rotating out to help you.

The pen rush on Ah Puch is incredibly strong as he is a mage with four damaging abilities that can easily apply spear of magus early and can hit almost every target through their early magical protections for true damage. You can also optionally buy divine ruin if the enemy team has a healer or a lot of sustain you want to counter.

A lot of people will try to rush book as it isn't a terrible idea, but you are sacrificing your power curve and how much more useful you can be early game without the pen rush. Still viable though if you feel as if you won't be being dove by tanks with early magical protections.

Your main core
Shoes of Focus

Shoes of Focus

+55
Magical Power
+250
Mana
+10%
Cooldown Reduction
+18%
Movement Speed

Gem of Isolation

Gem of Isolation

+65
Magical Power
+200
Health
+10%
Crowd Control Reduction

PASSIVE - Enemies hit by your damaging abilities will move 30% Slower and will have Shields applied on them reduced by 50% for 2.5 seconds. This can only occur once every 2.5 seconds.

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.

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.

Rod of Tahuti

Rod of Tahuti

+115
Magical Power
+30
Mp 5
+10
Magical Penetration

PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.

S9 Divine Ruin

S9 Divine Ruin

+100
Magical Power
+15
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.

Notes

These are Ah Puch's favorite items. Gem of Isolation is his best item as it gives him plenty of self peal, chase and set up for the rest of your abilities and friendly gods to catch up and follow up off the slows.

Spear of Magus and Obsidian Shard guarantees you absolutely shred through all the tanks defenses. And when rushed early, you can deal with enemy supports or solos trying to dive or invade your buffs. Divine Ruin is a situational pick up if the enemy team has a healer or lots of sustain you want to shut down early.

Rod of Tahuti and Soul Reaver packs you an extra punch in one shotting if your enemies do so get stuck in all your abilities.

Chronos Pendant always is a good pick up on any mage as it allows you to get your abilities back up quicker to do more damage. Fit it in over soul reaver or rod if you want more casting.

You will still ALWAYS have a defensive item somewhere in your build if you are suffering against enemy dive or late game squishy-ness. Your boots will often get sold out for it if you aren't having a bad game where you're being focused, otherwise build defense that you'll see below third or fourth item.

Defensive Item choices
Notes

-Mantle of discord- is the best solo defensive item in the game. So as you get low you stun everyone around you, get a FREE CC cleanse for one second and you can even use this to fight people aggressively. Also from the 60/60 protections it gives, you also get 10% CDR if your build is lacking CDR.

-Bulwark of Hope- If you are up against like an ao kaung or hebo jungle, or gaurdian solo that is always diving you. You can get just a raw bulwark of hope that gives you 60 magical protections, a BIG health shield and free 200 base health. Most of the time Mantle of discord could just be a better pick up if the burst isn't as heavy.

-Magi's cloak- if one of the best defensive items in the game as it gives you one free CC immunity to help with just getting ran at with heavy CC. Only downside is it's easy to get rid of this bubble if the enemy has any easy way to just knock it off. But you also gain 300 health and 15 prots by default only for 2150 gold.

-Wing Blade- is also an INSANELY good defense item pick up as slows are one of the most common CC in the game. This item can be used defensively to run from characters with slows, or to chase down someone trying to slow you to retreat. The slow immunity and speed boost when proc'd is just good all around as you also benefit from 300 health points from this item. GEEZE and on top of that you gain passive 10% movement speed on a character with no escape.

-Celestial Legion Helm- If you are planning on getting dove all early game buy a physical jungler (FUCKING BLINKS MANE) you can pick up a celestial legion helm as it will almost make you impossible to be killed early game buy any physical character that hasn't build a lot of penetration yet. You also benefit from it's early MP5 as Ah Puch has hard mana costs early.

Against Magical Heavy Dive Comps
Mantle of Discord

Mantle of Discord

+45
Physical Protection
+45
Magical Protection
+10%
Cooldown Reduction

PASSIVE - If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.

Bulwark of Hope

Bulwark of Hope

+70
Magical Protection
+250
Health
+20%
Crowd Control Reduction

PASSIVE - When you take damage and are below 40% Health, you gain a Shield with health equal to 12% of your Maximum Health for 20s. Can only occur once every 60s.

Cleric's Cloak

Cleric's Cloak

+15
Physical Protection
+15
Magical Protection
+5%
Cooldown Reduction

Against Physical Heavy Dive Comps
Mantle of Discord

Mantle of Discord

+45
Physical Protection
+45
Magical Protection
+10%
Cooldown Reduction

PASSIVE - If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.

Celestial Legion Helm

Celestial Legion Helm

+55
Magical Power
+30
Physical Protection
+20
Mp 5

PASSIVE - Every 3s you receive a stack of 7 Physical Protection and 4% Reduced Damage from Physical Critical Strikes, up to a max of 5 stacks. Stacks are removed upon taking Physical Damage from gods. Stacks can only be gained after not taking Physical Damage from gods for 3s.

Magi's Cloak

Magi's Cloak

+25
Physical Protection
+25
Magical Protection
+10%
Cooldown Reduction

PASSIVE - Protects you from a single hard Crowd Control effect once every 70 seconds. When this occurs, you gain 1s of Crowd Control immunity.

Leveling Order
Skills Section
Primary Order
Undead Surge
Undead Surge
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Corpse Explosion
Corpse Explosion
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Fleeting Breath
Fleeting Breath
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Empty the Crypts
Empty the Crypts
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

You will be maxing corpse explosion first and using your bodies to stack up it's damage to clear or poke.

Max 2 then1, then 3, then ult.

Matchups (WIP)
Gods Section
Strong Against
AphroditeAnubisChaacBaron SamediChang'eCamazotzErlang ShenGuan YuHadesHelHorusNe ZhaPeleRaSylvanusTerraSolZhong KuiVamanaThanatosHercules
Notes

Ah puch will ALWAYS be strongest verses heavy sustain comps as his ult has built in anti heal as well as his fleeting corpse ability(the 3) does bonus damage and stuns an enemy god once they heal during it's damage time. Ah puch is also very good into throwing your fleeting corpse over walls and exploding it if you have vision. his poke and clear are definitely his greatest strengths.

If played and built correctly you can even straight up check most assassins that could dive you with enough awareness. Not saying Ah Puch completely counters or checks everything above, but has a great advantage against them.

In the next update characters like aphrodite, chang e and hel will be receiving respectable buffs that will make him even a better pick if it shifts back into a more sustain-like meta.

Weak Against
AresArtioBacchusCerberusCabrakanGaneshaFenrirHun BatzKaliKumbhakarnaNe ZhaKuzenboOdinRavanaRatatoskrSusanoYmirVamanaLokiJormungandrAthena
Notes

Ah Puch can struggle against heavy dive comps with lots of CC to lock him down. Since he doesn't have a CC immune ult things like heavy cc ults can just completely take you down if you don't have beads up. Which makes you want to pick up things like geb or kehpri to help peal for him.

Works Well With
GebKhepriKumbhakarnaTerraOdinCerberusAresRatatoskrSusanoNe Zha
Notes

A lot of what will help Ah Puch is peal and set up for his little glass cannon butt. Puch being able to poke enemies or punishing characters that have to step up to the wave can be easily followed up by high burst junglers or supports that can just blink in to pick off the kill. He gains automatic pressure verses the mages with low range as well. Allowing him to clear first and rotate quicker.