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This guide is aimed at teaching people how to utilize Ganesha effectively during an Assault match. This guide will not discuss any other form of gameplay, and this is simply to help underprepared players learn how Ganesha works and what to do with him to become an effective teammate for the Assault Gamemode.
This guide will be written with through explanations at parts so after the fact you can read and see why you build certain things, but otherwise it is gonna be going fast paced.
The Starting build is nothing out of the ordinary for a Support in Assault, you get yourself set up with your Blessing and Gauntlet, use the rest of the money to buy pots.
Your Midgame build is basically coming together to give you everything you need. Depending on the pacing of the game and what has occurred within the game, you might find yourself building different items at different points, or not building certain items at all. Counterplay is more important than adherence to a strategy.
The Endgame build is what would likely be build in a fairly average game. It works out to be a large health pool, lots of protections, and it succeeds in stalling your opponents for the team to dive on them and take them out one by one. Everything here works together in a harmony that you can use for most games.
Sentinel's Gift
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.
Gauntlet of Thebes
PASSIVE - Assists on a minion give 1 Stack and God kills and assists give 5 Stacks. Stacks provide 1 Physical and Magical Protection. At 45 Stacks this item evolves, providing an Aura of 10 Physical Protection and 10 Magical Protection.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
You are basically just pure tank at this point in time, make sure the squishy ADCs, Mages, and Assassins stay alive, but try not to die yourself.
Sentinel's Gift
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.
Evolved Gauntlet of Thebes
AURA - Allies within 70 units receive 10 Physical Protection and 10 Magical Protection.
Gem of Isolation
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.
Breastplate of Valor
Pestilence (old)
AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.
Gem of Isolation is the true champion here. It gives some Health and Magical Power, but most importantly is the passive effect to slow enemies with your abilities.
Sentinel's Embrace
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.
Evolved Gauntlet of Thebes
AURA - Allies within 70 units receive 10 Physical Protection and 10 Magical Protection.
Gem of Isolation
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.
Breastplate of Valor
Pestilence (old)
AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.
Shogun's Kusari
AURA - Allied gods within 70 units have their Attack Speed increased by 30%.
Sentinel's Embrace: Spreads some extra protections out, gives you additional protections, and if you happen to be the poorest player on your team, additional Gold per 5 seconds.
Gauntlet of Thebes: 50 Prots + 10 Aura Prots is too good to pass up if you are being the tank of the team.
Gem of Isolation: You are going to stall the enemy team. Adding this one item into your build takes you from being the team's tank with some area denial to an absolute menace. Your ultimate does damage whenever someone crosses a threshold and slows them, your dash roots a person and deals damage. Now, you stack on slowness to that. There is no escape from a Ganesha with Gem of Isolation unless they have a team backing them up who can force you to retreat.
Breastplate of Valor: +20% Cooldown Reduction and the 65% Phys Prot, plus the choice of Glyph. It's just a good deal for Ganesha.
Pestilence: It's Assault, if even a few people have common sense, Cloak of Meditation and Lifesteal items are common, and even if nobody buys into those two, the healing orbs around the map will surely get some use. There is very few scenarios where Pestilence is truly and wholeheartedly worthless and it requires a lot of stretching to get there.
Shogun's Kusari: This one is personal taste, but CDR + Magical Prots and an attack speed boost for the team. You can even go wild swinging because your passive will give it to the closest person if anyone is nearby.
Benevolence
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.
Mystical Mail
AURA - ALL enemies within 25 units are dealt 20 (+1.5 Per Level) Magical Damage per second.
Midgardian Mail
PASSIVE - Enemies that successfully land a basic attack on you have their Movement Speed and Attack Speed reduced by 8% for 3 seconds. This effect can stack up to 4 times and can stack with other item slow effects.
Heartward Amulet
AURA - Allied gods within 70 units have their Magical Protections increased by 15 and their MP5 increased by 30.
Magi's Cloak
PASSIVE - Protects you from a single hard Crowd Control effect once every 70 seconds. When this occurs, you gain 1s of Crowd Control immunity.
Ethereal Staff
PASSIVE - Whenever you damage an enemy god with an ability you steal 8% maximum mana as well as 6% maximum health from the target. The Stats remain stolen for 45s and targets affected can have multiple Buffs and Debuffs at once. This can only occur once every 15 seconds.
Y10 Horrific Emblem
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%. Cooldown - 130s.
Y10 Heavenly Wings
Using this item increases the Movement Speed of allied gods within 55 units by 20% for 5s and makes them immune to Slows. Cooldown - 130s
Belt of Frenzy
Using this item grants all allied gods within 70 units 10% Increased Damage dealt to all targets, including objectives, and 25% Attack Speed increase for 6 seconds. Cooldown - 130s.
Y10 Purification Beads
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 170s.
These are all substitutions you can make within your build to adapt to situations.
Benevolence is just good all around, I can understand forgoing Sentinel's and going either way at the end.
Mythical Mail is hard to justify in most situations, however there are certain gods that you want Mythical Mail against, such as Loki, Ao Kuang, or Danza, who all have stealth abilities, so if you happen to be nearby, they will flicker out of their cloak and you can hit them with a stun.
Midgardian Mail is basically just "There are two Attack Speed based Gods on the enemy team" - You won't use it all the time, but if the enemy team is getting carried by an Auto Attack god? Whip this out and make them pay.
Heartward Amulet is simply put only here for the Glyphs it has. Specifically the Amulet of the Stronghold is perfect for 4 Physicals/1 Magical Team Comps because you focus literally all other efforts into Physical Protections and still get around 175-200 Magical Protections at worst.
Magi's Cloak is also here for the Glyph option, Magi's Shelter. CC heavy team, pick this up as well as beads, you will thank yourself later and when Magi's Shelter procs, your teammates nearby may thank you.
Ethereal Staff is here because it's good for utilization with Gem of Isolation. Hit someone with an ability, steal some health and mana. You can apply a bit more pressure, hit a bit harder, and have better Crowd Control Reduction. Also adds a bit more health to the pool.
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For Relics:
Horrific Emblem is when you are facing teams dominated by attack speed or movement speed increases.
Heavenly Wings gets the dead people back to the front faster and the living people back to the tower, phoenix or titan faster.
Belt of Frenzy is Belt of Frenzy, you like hitting stuff? Hit stuff harder.
Beads is against teams with one big CC use that you want to avoid. Ares, Cerberus, Xing Tian all have ultimates that you can beads out of and turn the tables on the enemy team.
To summarize when you choose each of these:
Level Turn of Fate if you can't dive the enemy that often, this gives ranged poke.
Level Ohm if you are the only tank on the team, this gives additional protections and silences. Also reduces cooldown the more you level it
Level Remove Obstacles if you can dive in, the additional damage is the difference between a dropped kill and a bestowed kill or an assist.
Target the healers first. These are some examples of healers you want to target.
Aphrodite as her ultimate makes people invincible, whilst still allowing them to attack. This can ruin even the best laid plans.
Hel can heal her team quickly and easily then shift stance and pump out damage.
Khepri can save a teammate from death, which in a fight can be gamechanging, either you have to ignore them or let the Khepri save them and they get a lot of health back.
Horus can use his ultimate to take the entire team to the frontlines or back to the tower, and his dash heals himself and everyone nearby, if you can stop him from escaping, you can hurt the enemy team quite badly.
Take out characters with good movement options and prevent characters with high sustainability from using it. These characters are high damage, but can stay alive for a good while due to their safety and sustainability. Again, not comprehensive list here, just examples.
Thanatos: Use your Remove Obstacles into Ohm to keep Than from gaining back his health or use his ultimate. Anti-Heal is always recommended too.
Anubis: Second verse, same as the first. Follow the same advice as Than; 3 into 2 and buy Anti-Heal early.
Janus: Keep him away from walls, have beads available, and make sure to not fall into his portals too many times.
Chronos: Mind the clock, his ultimate is 100 seconds at Rank 1 and 80 seconds at Rank 5. If you see him use his ult, he's a sitting duck. If you know he has it, make sure to Ohm him when he starts to get low to stall out the viability of him using his ultimate.
Charybdis: The Whirlpool makes her CC immune, completely unable to be targeted, and it recharges within 15 seconds at max rank. Catching her off guard and keeping her under control is your best bet.
Hades: He can heal, he can pull you in, he can run away, and when played well, he can be tanky as hell. Don't engage in wave, take Hades out by making him either waste his ultimate or having the team pounce once you have him secured.
Priority 3 is taking out anyone who can't escape as easily. If you are winning a fight, you try and kill their damage. If you are losing the fight, you try and kill their damage, albeit you might also consider retreat depending on how bad you are losing the fight.
Artemis is the prime example of no movement, but a good amount of CC, try to avoid being hit by ultimate, maybe use beads, but once you get rid of her ultimate, she has no way to defend herself besides retreating or shooting.
Danza: He has two movement options, one is a stealth and the other is his ultimate. If you lose a Danza because he ulted away from everyone, that is still a win because now he's gotten a bit of distance but his ult won't come back by the time it takes to get there.
Freya: She can banish you and herself with her 3 and 4 respectively, but otherwise, she is just pure damage. Hit her with a slow or stun and she's either going to have to use ultimate to escape or die trying to run away.
Everyone Else is basically the tier for Tanks, Out of Position, and people who want to die.
Tanks: Just dogpile them. Keep them trapped there as long as possible.
Out of Position: Second verse same as the first, now time for you to go put them in a hearse.
Wants to Die: They need to buy stuff. They will run right into the enemy team. You might have to stop them from trying to die to Tower, Phoenix, or Titan, but don't pull yourself away from a 5v4 because the enemy team just had someone go dive your tower.