Ability levelling order
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
What is a Controller? A Controller is a SUPPORT class in this game (played in BOT lane with a Marksmen (ADC). It is their responsibility in bot lane and throughout the game to increase the sustainability of their teammates to secure kills and key map objectives. In team fights you should be careful and avoid getting caught up in the middle of a fight as your Enforcers (Tanks) and Tanky Built Bruisers should be trying to absorb as much damage as possible so the rest of your team can position themselves where they need to be! You need to hang back with the Marksmen and Blasters. ALSO, keep in mind that if your heals/shields are on cooldown you can take a body shot for them and help them escape. SOMETIMES, if your ally is low on health and it is clear your heal/shield wont heal them enough before the enemy kills them....it is okay to steal that killing blow to prevent your teammate from dying. DO NOT be afraid to Ping that retreat and remember if your ADC or other teammates are playing dumb and going in too deep (over extending themselves), don't sacrifice yourself with them. Keep your eye on map objectives and if your lane enemies are Missing In Action (MIA) If they are MIA then you NEED to let your team know to prevent any surprise ganks. If you get the MIA back in your lane, it is best to hug your tower and farm safely under it to prevent getting ganked until you get the all clear.
NOTE I build the Controllers Zatanna, Harley Quinn, Poison Ivy and Nightmare Superman very similar. They benefit the most off of this standard guides. ALSO, I know that many people don't play enough to get all the merit they need for certain Mod Items, Augments and Stolen Powers...With that in mind, even if you don't have the things I suggest unlocked, if you follow the guide it will tell you what other options you can use in your build.
The more you understand the skills, the better you will be at using them/timing them perfectly! Please keep in mind that you need to stay out of the eye of the storm (middle of the team fight)! has the best wave clearing combo of her E and Q for those moments when you need to clear quick to defend a tower or your core.
I level her PROTECT, PUNISH (E) & DASH, DAZZLE (W) first to maximize the healing shield/punish shield and slowing the enemy/speeding up your ally. Next I level her ULT BE A RABBIT (R) to lower its cool down, followed by her SKEWER (Q) for a bit extra damage and her PASSIVE. Out of all the controllers I find that Zatanna's Passive is the most underwhelming.
SKEWER (Q) Cooldown: 4.0s 25 Will
Zatanna summons magical swords, and after a short delay they deal 50 Power Damage to enemies in an area. If Skewer hits a target with Punish or Protect on them, the effect will will detonate early. This cooldown is very short and is great for a team that wants to play more aggressive bot lane. Just make sure you have cameras up to prevent ganks from their jungler when you are pushing.
DASH, DAZZLE (W) Cooldown: 19.0s 55 Will
Allied Champion: The target gains 30% (+1% per 100 Bonus Will) Move Speed, which diminishes over 3s. Enemy Champion: The target loses 30% (+1% per 100 Bonus Will) Move Speed, which diminishes over 4s. Use this to slow down the escaping champion so your jungler can land that kill when they gank or speed yourself/lane partner up to avoid a gank from their jungler. You gotta make a quick decision on when to slow an enemy or speed up a champion.
PROTECT, PUNISH (E) Cooldown: 10.0s 70 Will
Allied Target: The target gains a Shield that blocks 60 damage. After 2.5s regains 55% of the remaining Shield as Health, and nearby allies regain half that amount. Skewer can trigger Protect's healing early. Enemy target: Reduces the target's healing by 50%. After 2.5s, the target explodes and deals 35 Power Damage to themselves and nearby enemies. When detonated by Skewer, damage is doubled. The biggest mistake I see people doing is not using the WOMBO COMBO E and Q. Make sure if you are going to Punish the enemy follow it up with your Q Skewer.
BE A RABBIT (R) Cooldown: 60.0s
Zatanna transforms an enemy Champion into a rabbit for 2.0s. The target loses 10% Power Armor and 10% Attack Armor (+1% per 100 Bonus Will), and their armor cannot be changed until they transform back. The rabbit cannot attack or use skills. This is ideal when you need to take a a dangerous enemy champion out of the fight for a coupe of seconds.
STAGE PRESENCE (PASSIVE)
Zatanna has an additional 10.0% Will Regen (+1% per 200 Bonus Will), and nearby allies gain 5.0 Power Armor. I find this passive underwhelming and is probably the worst in comparison to all other controllers. With that said, I always level her last.
Nil Ring Gives you great starting Heath, Will Regen and Power Damage early game.
Gorilla Grodd's Helmet (1) Great Will Source and at Teir 2 you get Passive - Investment: When sharing Drone credits with one or more allies, the overall value is increased by 20%. As with all credit sharing, this bonus is distributed equally between yourself and nearby allies. Investments do not stack with other Investments, the maximum bonus is 20%. SO Build To TIER 2 FIRST Before moving onto Amulet of Isis. Once you build beyond T2 you will no longer get the investment passive.
Modular Health Vial (1) Restores 100 Health over 15 seconds Modular Will Vial (1) Restores 200 Will over 15 seconds.
Gorilla Grodd's Helmet (4) Provides Will, Cooldown Reduction and Resilience to nearby allies. It's Passive - Gorilla City Aura: Gives +15% Resilience for all nearby allies (this means it reduces the duration of crowd control affects like stuns and slows). Its Active - Psychic Shield: Applies a Shield that blocks 40 damage (40 + 6/Level + 8% Bonus Will) to a target for 3s. While the shield lasts, the target is immune to Disables (60s Cooldown). Pop this on the person with the Dooms Day Device to give them that extra bit of protection or on an ally that needs that extra bit of protect to escape or take out a turret that's 1-3 basic attacks from being destroyed. ONLY build past T2 when the laning phase has ended (when you are roaming the map because you have either lost/destroyed towers). Also build Amulet of Isis, Qward Gambit first.
Amulet Of Isis (3) Will, Health , Cooldown Reduction and Movement speed as well as its Active - Mercury's Gift: Gives you 25% Move Speed buff to all nearby allies for 2s (60s Cooldown). I always build it on EVERY support as it is key for retreating or chasing down the enemy team (DON'T CHASE if they are objectives you need more OR IF the enemy team is alive and missing from their lane AS THEY MIGHT be trying to lead you into an ambush.
Qward Gambit (4) For the laning phase. Build to Teir 4 once the laning phase is over and you are roaming the map it's great for Will and Power Damage. Its Passive - Qward Aura: +20 Power Damage and +10% Power Lifesteal for all nearby allies. It's Activate - Protection Field: Grants a Shield that blocks 35 damage (35 + 5/Level + 5% Bonus Will) to you and nearby allies for 4s (90s Cooldown). This is ideal if you find your team ALMOST winning out team fights but just falls a bit short on its health/armor. It is also great for its power life steal.
Eye Of Ekron (4) Will, Power Damage, Health, Movement. You need to keep building your will to keep your builds foundation relevant. It's Passive - Will Force: Grants Power Damage equal to 2% Bonus Will.
Cosmic Staff (3) Gives you Power Damage and Cooldown Reduction. It's Passive - Disintegration: Dealing damage from skills applies an effect dealing 2% of the target's current Health each second as Power Damage for 4s. (Max 120 per second vs creatures and drones) AND Passive - Wounding Skill: Targets of your skills are Wounded (healing and regeneration reduced by 50%) for 2s. Targets below 50% health are Wounded for 4s. This is great in a long drawn out battle and add some punch to your attacks. It's passive is great for team fights, especially when moded.
Fatality's Energy Lance (4) Give you Power Damage and Power Penetration (great for getting through enemy armor). Its Active - Energy Blast: Activate to fire a blast of energy that deals damage to the first enemy Champion hit equal to 15% of their current Health as Power Damage, and increases further damage you deal to them by 10% for 5s (30s Cooldown). Combine this with your ULTIMATE BE A RABBIT (R) and Your PUNISH(E) and SKEWER (Q) Combo and you will deal massive damage to your target. This is ideal for Zatanna as her skills are focused around single Target.
Entropy Aegis (3) Passive - Skill Block 1: : Grants a Skill Shield that prevents the damage and effects of the next enemy skill (60s cooldown). This item is great to have against enemy teams that have a Shazam, Wonder Woman, Atomic Wonder Woman and any other surprise attack champions/global ultimate champions. This shield will block 1 skill shot, then will re-set again, once 60s goes by. This way the enemy team now has to try and hit you out of position first to proc your Aegies THEN try to go in for the kill. This is a great items that makes the other team have to work harder to get to you and gives your team time to focus and re-position themselves.
Steel's Breastplate (3) Health, Will, Attack Armor. Its Active - Iron Will: Activate to redirect 20% of damage taken to your Will for the next 5s (60s Cooldown).
Mirror Master's Prism (4) Health, Power Armor and its Passive - Deadly Mirror 2: Gives 20% Power Reflect. If you are in need of Power Armor I would only build this POWER ARMOR item as many Power Damage champions will legit 1 shot themselves. THIS IS an OPTION But I still suggest Entropy Aegis (3) over it for it's passive.
Bleed Portal Target an environmental object to create an entrance. Target a second environmental object to create an exit and open a connected portal for 60s (120s Cooldown). You can always MOD Bleed Portal to make the EXIT First then create the ENTRANCE Last. This is great if you want to escape back to base after a push for a particular capture point. I only advise MODing it if you are in a pre-made group and have decided to run this strategy!
These MODS can be changed depending on what part of the above items you want to focus on building. Keep in mind you want to choose items that are going to best buff both you and the team for surviving in team fights, let the Assassins, Marksmen and Blaster worry about building damage. You need to worry about absorbing damage and reducing the damage dealt to your team and crowd controlling the enemy team.
Amulet Of Isis (3) Mercury's Gift: Activate to give nearby allies a 35% Move Speed boost for 4 seconds.
Cosmic Staff (3) Disintegration: Dealing damage from skills applies an effect dealing 2% of the target's current Health each second as Power Damage for 4 seconds. If the target is hit when below 50% Health, the effect applied deals 1% of Maximum Health each second. (Max 120 per second vs creatures and drones)
Eye Of Ekron (4)Passive - Will Force 2: Grants Power Damage equal to 4% Bonus Will.
CASTLE: 24.6 Health and 3.25 Attack Armor
BEST: 3.01 Health/Level To 57.19 (Max Level) and 0.32 Attack Armor To 6.08(Max Level)
WRECK: 3.01 Health/Level To 57.19 (Max Level) and 0.32 Power Armor To 6.08(Max Level)
WOLF: 24.6 Health and 3.25 Power Armor
These augments give you the Best Health and Power/Attack Armor Combined. I build the same augments on all my controllers and enforcers for bot lane. The reason for this is because you want your controller early game to be able to take a couple of hits in case you have to jump in and take a body shot for your bot lane partner (Marksmen aka ADC). That is why I build 2 Flat Health and Power/Attack Armor Items. I also build scaling Health and Power/Attack Damage Items for late game to scale so you can still take those extra hits if you need to for your team as the enemy champs would have built up enough damage to really hurt by then. You already get good movement speed, cool down reduction and damage from items in your core build. You can build one defensive item if worse comes to worse, however, you get more advantage by using Augments to buff you up a little bit then wasting spot for a key item in place for health/armor.
We all know that your team composition is KEY! So...depending on your team comp and the stolen powers your team mates are choosing you may have to change around the stolen powers you use (adjust accordingly). These are the standard ones for SOLO QUEUE!
ALWAYS HAVE Surveillance Camera Cooldown: 5s Gain 3 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base. I suggest using Robin's Surveillance Camera as your go to cameras because you get 5 charges instead of 3. This set up is ideal for all roles as it prevents you from having to run to base to get more charges of cameras each time you run out.
Healing Wave Healing Wave Cooldown: 120s Heal yourself and nearby allies for 50 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%. Arcane Green Lantern's Healing Wave I love this Healing Wave over any other as it gives you additional Attack & Power Armor when you need it most. While I do admit Krypto's Healing Wave has greater lane sustain over time. A lot of the time, these team fights don't last long enough to make the over time healing wave worth it.
When you are in a pre-made group of 3 or more , then you can change up your stolen powers a little bit. The reason I suggest these alternatives is so you can get an idea which ones usually work best in both PRO and CASUAL matches. ALWAYS keep cameras!
ALTERNATIVE ONE You can replace Arcane Green Lantern's Healing Wave with Psychic Assault Cooldown: 120s Places a 35% slow on a target enemy for 2.5 seconds. I suggest using Zatanna's Psychic Assault Cooldown: 120s as it applies a stronger slow and lasts longer - Target enemy Champion loses 40% Move Speed for 3 seconds OR Star Sapphire's Psychic Assault Cooldown: 120s as it reduces incoming healing as well as slowing. Places a 35% slow on a target enemy and reduces incoming healing by 50% for 3 seconds. This stolen power is ideal for early game ganks for your Jungler and gives that extra bit of crowd control for the rest of the game (use it to slow down an enemy to let your team mate escape or slow one down for that killing blow). When you choose this I suggest your Marksmen/Bot Partner choose the Arcane Green Lantern's Healing Wave with his other Invulnerability Stolen Power.
ALTERNATIVE TWO You can replace Arcane Green Lantern's Healing Wave with any X-Ray Vision Cooldown: 100s For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads. I suggest using Atomic Poison Ivy's X-Ray Vision - Cooldown: 85s as Atomic Poison Ivy's X-Ray Vision has a reduced cooldown OR Gaslight Catwoman's X-Ray Vision Cooldown: 100s - Gaslight Catwoman's X-Ray Vision has a longer vision range.
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Great guide as always! But one small thing... on the NOTE at the bottom of Core Items I think you copy and pasted something you wrote for Harley Quinn! I don't think Zatanna has Back Off or Puddin' Time! :P
12:15 am, Apr 19th, 2015
THANKS A BUNCH! I appreciate you taking the time to read the guide and not just look at the items. I did make the copy paste mistake in that section lol. Since I build the same Core on both Harley and Zatanna for controllers I just copy pasted it from my Harley Guide @ https://www.dawnbase.com/guides/2044-Harley-Quinn-COAST-CITY-Play-Like-A-Pro- ALSO. If you like controllers I suggest Chronolinq's Poison Ivy Guide https://www.dawnbase.com/guides/1958-Poison-Ivy-Force-of-Will as I build her the same as he does.2:58 pm, Apr 20th, 2015
Guide is up and working agan :D
12:36 pm, Apr 18th, 2015