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    Infinite Crisis builds for Zatanna

    The Team player - Zatanna's Way

    A Zatanna guide by Azjenco
    Last updated: Aug 19th, 2013
    Link to guide: www.dawnbase.com/guides/the-team-player-zatanna-guide
    4,563 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    The most important fact to take note of is that Zatanna, especially so if you follow this guide, is extremely squishy. This is a guide for team players, so you'll need to stick with your team mates. Do not try to be a hero, I've learned this lesson all too often. Zatanna works her magic best when you have a wall of allies between you and your enemies.

    With that out of the way, let's get started.


    Abilities:
    Skewer - This is a great ability to start off with, as it comes in handy when harassing enemies during your early push. I like to cap this one before level ten. By then the damage will be very impressive, and with a 2.2 second cooldown, it will be your ability of choice to throw down while your allies engage the enemy. Skewer bites into health bars ferociously, especially softer targets so harass them with impunity.

    Dash, Dazzle - A great ability to have early on. I don't usually pump too many points early on, as the occasional boost/slow is more convenient than it is a necessity. Its usefulness is mostly situational, like boosting a teammate to get a kill shot, or slowing an enemy when allies are moving from the other end. But most importantly, when enemies are charging a wounded ally, get him out. When enemies are on your tail, get out of there quick. I've found this ability works best to avoid friendly deaths than gaining enemy kills.

    Protect, Punish - Herein lies the cornerstone of your harassment trifecta. Upon encountering a bundled enemy group, which usually happens at a capture point or tower. Choose a soft target, make that target a rabbit, punish said target, then skewer. The damage is amazing, and if you can dash an effective initiator, you'll have someone on top of your rabbit before the target reverts. Now it's not always as easy as I make it sound, and the thing about Zatanna is you need to gauge a fight to know what to do. If an ally gets pounded and pulls back while other allies are still engaging, pop a protect before he dies. Dazzle said foe, and watch the battle turn. Like I said, assess the situation and decide the best course.

    Be A Rabbit - How the enemy will hate you for this. No, seriously, in a lot of battles I create a sense of enmity, and enemies will lunge past allies to get to me. I did mention previously one exceptional situation to use this skill in, but oh the fun you'll have as you find more ways to use it. An enemy getting away from your team, rabbit him, and watch them surround the target. Someone about to grab health before you, rabbit him and retreat as an ally close in for the kill. An assassin unstealths next to you, rabbit and dash away. There are a lot of uses for this skill, not only to grab a hilarious kill, but it can also save you from a needless death.


    Stolen Powers:
    I've played around with many powers, but the two most useful to me in the situations I find myself in are Healing Wave and Invulnerability.
    With Healing Wave (Poison Ivy's if you've got it) you can top up your group on the way to a capture point/tower or on the way to a fight. Usually I find at least one ally around me not in the best of shape, so getting to a fight with boosted health and damage makes a big difference.
    Invulnerability helps me in situations where either my team got sprung and died a horrible death, or I'm find myself between groups. Doomsday's Invulnerability is the preferred choice, so any opening CC can be broken, and you use Dash to make a quick getaway.


    Items:
    With items you'll find a lot of flexibility, but even if my order differ, the items stay the same. With this selection I've spammed abilities like mad and have never had the misfortune of running dry on Will. It's helped keep me going, so let's take a closer inspection.
    [[Abin Sur's Lantern (4)]] is always a great place to start though. Especially the level 2 version so you can unlock Will Battery as soon as possible. It's also the most expensive item, but I usually build it as the match progresses. Will Force will help give that extra nudge late game when you have a mountain of will from all the items at your disposal.
    The Logoz (3) is a great second item, especially at level two when coins will grant some extra power damage.
    Eye Of Ekron (4) is all round great for its price. Good will, strong power damage, plus the cooldown reduction helps in late game.
    [[Neron's Contract (4)]] is just brilliant. With the added will, on top of really great power damage, it's just a powerhouse to have. Plus, the extra movement speed is always great for when Zatanna has to escape.
    Finally, Entropy Aegis (4) may seem like the odd one out, but when I have the extra credits it's been a boon to have. The will is always great, but the extra protection it grants does make a difference. Skill block has actually spared me on more than one occasion.


    I've never been in a situation where I needed more than these items, and the ability selection has worked for me on many battlefields. So hopefully this guide can help aspiring Zatanna players have as much fun with her as I have.
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