14 days ago
1
Patch 6.3
Player Avatar

Da DinduNuffins - NA

I'd like to start off the guide by saying i've been a Masters Duel Player since Season 2, played briefly in the Smite Minor League in Season 2 and have been playing since beta. Lately I have been playing Baron a lot and have had a lot of success with him bringing total record to 20-1 and 15-1 not counting the sub 10 minute surrenders. Only loss was to ProfessorRatataskor on a well played Ratataskor game which was a niche counter to Baron. I'd place Baron in the SS bracket of the tierlist simply because of absurd late-game damage/sustain and wide range of beneficial matchups that are seen in the current meta. Below I'll be breaking down some things I find integral to his success and if you have any other questions feel free to shoot me a message.

www.twitch.tv/flexinarder

https://www.twitch.tv/videos/504598378

Game vs Chiron and Loki as Baron

Main Build
Build Section
Starting Build
Mage's Blessing

Mage's Blessing

+10 Bonus Ability Damage +10 Physical Power +20 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.

Tiny Trinket

Tiny Trinket

+20
Magical Power
+6%
Magical Lifesteal

Baron's Brew

Baron's Brew

Rum from Baron Samedi's personal cabinet. This consumable heals 140 Health and 100 Mana over 20 seconds per use. Comes with 3 uses that are refilled if you enter the Fountain, sells for 0 gold.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Magic Shell

Magic Shell

Using this item applies a shield to themselves and allies within 35 units for 100 Health + 12 Health per God Level for 3s. Cooldown - 150s.

Notes

Allows Baron enough sustain and mana to either kill or make the opponent back to secure red. Using Consign Spirits on archers with Vivid Gaze allows for you to kill them with one auto each. Using Wrap it Up while opponent is aggro'd allows for you to do a lot of damage.

Finished Physical Build
Bancroft's Talon

Bancroft's Talon

+100
Magical Power
+15%
Magical Lifesteal
+150
Mana

PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 100 power and 20% Lifesteal at 25% Health.

Shoes of Focus

Shoes of Focus

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

Breastplate of Valor

Breastplate of Valor

+65
Physical Protection
+300
Mana
+10
Mp 5
+20%
Cooldown Reduction

Spear of the Magus

Spear of the Magus

+65
Magical Power
+10
Magical Penetration

PASSIVE - Your damaging abilities reduce your target's Magical Protection by 10 for 5s (max. 5 Stacks).

Divine Ruin

Divine Ruin

+80
Magical Power
+15
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing and regeneration for 8 seconds.

Hide of the Nemean Lion

Hide of the Nemean Lion

+70
Physical Protection
+200
Mana
+20
Mp 5

PASSIVE - Reflects 25% of all Basic Attack damage back to the attacker as Physical Damage.

Magic Shell

Magic Shell

Using this item applies a shield to themselves and allies within 35 units for 100 Health + 12 Health per God Level for 3s. Cooldown - 150s.

Shield of Thorns

Shield of Thorns

Using this item reflects 40% of all damage you take, before mitigations, for the next 5s, back to its owner as Magical Damage. If you are dealt 150 * your level damage while this effect is active, the effect will end early. Cooldown - 120s.

Notes

Same core as against magic (Bancrofts, Cooldown Boots, Spear of Magus, and Divine Ruin) but with Breastplate of Valor filling the physical defense hole. Hide of Nemean is a fill item but an autoinclude when against ADCs.

Finished Magical Build
Shoes of Focus

Shoes of Focus

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

Bancroft's Talon

Bancroft's Talon

+100
Magical Power
+15%
Magical Lifesteal
+150
Mana

PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 100 power and 20% Lifesteal at 25% Health.

Genji's Guard

Genji's Guard

+150
Health
+70
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.

Spear of the Magus

Spear of the Magus

+65
Magical Power
+10
Magical Penetration

PASSIVE - Your damaging abilities reduce your target's Magical Protection by 10 for 5s (max. 5 Stacks).

Divine Ruin

Divine Ruin

+80
Magical Power
+15
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing and regeneration for 8 seconds.

Chronos' Pendant

Chronos' Pendant

+90
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.

Magic Shell

Magic Shell

Using this item applies a shield to themselves and allies within 35 units for 100 Health + 12 Health per God Level for 3s. Cooldown - 150s.

Aegis Amulet

Aegis Amulet

Using this item makes you invulnerable to damage and healing for 1.5s, and prevents you from taking any actions. You may still move. Cooldown - 180s.

Notes

Genji's subbed in for reduced cooldown and magic protection followed with Chronos' Pendant to complete the 40% cooldown necessary against magic gods. Aegis is a fill active depending on matchup; other useable actives include beads, Ankh against Hel, Thorns against burst mages like Merlin, Vulcan, Olorun, and Chronos.

Defensive Builds
Notes

If playing against a mage, Genji's Guard is really the only magic defense necessary. Chronos' Pendant is used to fill the remaining 20% cooldown after selling mages blessing. Against physicals specifically ADCs, double defense is necessary in order to sustain longer as well as take more phoenix shots while poking it without minions.

Bancrofts should be ran in every mage build just from the sheer damage it offers as well as the lifesteal. I've seen players rush into boots but I don't find movement speed as necessary in the early game as a finished Bancrofts. Spear of the Magus is core because of the protection shred it offers on the five ticks of Wrap it Up. Divine Ruin is consistent vs both mages and physical gods simply for reduced healing and its negative effect towards Bracer of Undoing.

Core
Shoes of Focus

Shoes of Focus

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

Bancroft's Talon

Bancroft's Talon

+100
Magical Power
+15%
Magical Lifesteal
+150
Mana

PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 100 power and 20% Lifesteal at 25% Health.

Spear of the Magus

Spear of the Magus

+65
Magical Power
+10
Magical Penetration

PASSIVE - Your damaging abilities reduce your target's Magical Protection by 10 for 5s (max. 5 Stacks).

Divine Ruin

Divine Ruin

+80
Magical Power
+15
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing and regeneration for 8 seconds.

Against Magical
Genji's Guard

Genji's Guard

+150
Health
+70
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.

Chronos' Pendant

Chronos' Pendant

+90
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.

Against Physical
Breastplate of Valor

Breastplate of Valor

+65
Physical Protection
+300
Mana
+10
Mp 5
+20%
Cooldown Reduction

Hide of the Nemean Lion

Hide of the Nemean Lion

+70
Physical Protection
+200
Mana
+20
Mp 5

PASSIVE - Reflects 25% of all Basic Attack damage back to the attacker as Physical Damage.

Situational Items Outside of Core
Obsidian Shard

Obsidian Shard

+70
Magical Power

PASSIVE - Your Magic Damage ignores 15% of enemy gods' Magic Protection. If the target has over 40 Magical Protections, this effect scales up to ignore a larger percentage of their protection. This caps at 45% Magical Penetration at 200 or more Magical Protection

Gem of Isolation

Gem of Isolation

+90
Magical Power
+200
Health
+10%
Crowd Control Reduction

PASSIVE - Enemies hit by your damaging abilities will move 20% Slower for 1 seconds.

Midgardian Mail

Midgardian Mail

+300
Health
+40
Physical Protection

PASSIVE - Enemies that successfully land a basic attack on you have their Movement Speed and Attack Speed reduced by 8% for 2 seconds. This effect can stack up to 3 times and can stack with other item slow effects.

Soul Reaver

Soul Reaver

+130
Magical Power
+300
Mana

PASSIVE - Your abilities deal an additional 2% of the target's maximum Health as Magical Damage. If the target has over 2000 Health, your ability bonus damage scales up. This effect reaches a maximum of 7% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.

Pestilence

Pestilence

+80
Magical Protection
+200
Health

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

Notes

Obsidian Shard benefits against players who are turtling under pheonix. Tanking 2-3 shots and basic attacking the pheonix in between waves can be vital to getting it down.

Gem of Isolation is a good last item slot against gods who are generally more mobile, good damage/health as well as CCR.

Midgardian Mail can be subbed in for Nemean as the last slot against assassins like Kali/Bakasura.

Soul Reaver is integral to wearing down gods with a lot of health and sustain i.e Hel if build defensive, Guardians, and warriors.

When against mages with a lot of healing pestilence is a great second defensive item. Hel, Anubis, Aphrodite.

Start vs Pele & Set
Mage's Blessing

Mage's Blessing

+10 Bonus Ability Damage +10 Physical Power +20 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.

Breastplate

Breastplate

+20
Physical Protection

Baron's Brew

Baron's Brew

Rum from Baron Samedi's personal cabinet. This consumable heals 140 Health and 100 Mana over 20 seconds per use. Comes with 3 uses that are refilled if you enter the Fountain, sells for 0 gold.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Leveling Order
Skills Section
Primary Order
Vivid Gaze
Vivid Gaze
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Consign Spirits
Consign Spirits
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Wrap It Up
Wrap It Up
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Life of the Party
Life of the Party
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

Some players prefer maxing Consign Spirits over Vivid Gaze for the lower cooldown on heal and consistent poke but, I find that maxing Vivid Gaze first and prioritizing wave clear has yielded better results on getting Baron Samedi into the Mid to Late game where he really shines.

The first three waves of minions should generally be played the same. 1 the wave, 2 the archers, look for a 3-2 combo if they opponent is in melees or archers. 1 + 2 doesn't fully clear until level 6 so be wary of the archers needing two extra autos. After finishing Bancrofts Talon, you are able to fully clear the archers with just your 1 so be vigilant of your positioning for extra poke with the 3 + 2. The goal for Baron early is to clear (you can miss 1-3 minions the first two waves sacrificed for poke) and to outlast your opponent with mana sustain from mages blessing and health from landing a couple well placed 2s to gain control of red buff. With red, you can clear archers with 1-2 combo + 1 auto which allows you utilize your 3 more aggressively.

I can't stress enough the importance of just surviving until you have Spear of the Magus built (one of the largest power spikes for any character in the game). If fights are lasting longer, go into Divine Ruin first, if the fights are poke eachother then back, Spear of the Magus should be built first.

Ex. Hel, Poseidon, Anubis - Divine Ruin built before Spear of the Magus

AMC, Skadi - Spear of the Magus first then Divine Ruin or Hide of the Nemean depending on your current state in the game

Matchups
Gods Section
Strong Against
Ah Muzen CabAnubisHeraKaliLokiPoseidonPeleOlorunSkadiVulcan
Notes

I consider Baron one of the best gods in Duel right now simply for the fact of the consistency of his Wrap it Up combo'd into Consign Spirits. Not only does Wrap it Up completely utilize Spear of the Magus with its five ticks but the root allows for a consistent heal and absurd damage followed up with Consign Spirits. With this combo it allows Baron to absolutely dominate any gods that are unable to escape the root.

Out of the gods above Kali and Ah Muzen Cab are the more difficult matchups but are still in Baron's favor. Loki is a free win with a starting build of Mage's Blessing and Uncommon Staff which gets built into Warlock's Staff for health. Keeping distance and poking for damage with the 3-2 combo is key to get Baron from Mid game into the Late game where he is pretty much unbeatable in just about any matchup.

Weak Against
AnhurBakasuraChronosHe BoHelMerlinSetUllr
Notes

The gods listed above are usually targeted bans with priority given to Anhur, Bakasura, Hel, Set, Ullr. He Bo, Chronos, and Merlin are winnable matchups but have a better chance to win than the aforementioned so they are circumstantial bans based on the opponents bans.

If any of the above gods get through your best shot is to survive early and mid-game by clearing wave and attempting to secure blue buff. Fighting them under tower with Life of the Party can get you a kill once actives and leaps/jumps/cleanses are exhausted. Getting the Breastplate of Valor and Spear of the Magus online greatly affects your chances of winning and your goal is to reach this point in the game with zero to one death.

Playing around your opponents leaps/jumps/cleanses are key. Using Wrap it Up can usually threaten force your opponent to exhaust that ability and allow you to use Life of the Party in the next engagement followed by 3-2-1 combo which should kill.

Bans
AnhurHelUllrSetHel
Notes

Priority Bans if a god is banned on aforementioned list ban according to gods Baron is weak against.