General Hints
Practise your aim. Be aware of your projectiles' speed and shoot where the enemy will be, not where it is now.
Don't run off from the centre. You need those little collectibles and, especially, the big orb.
If you hit the orb, don't leave it to your enemies. Be aware of what they can do and are doing to secure it and give it the last hit.
If the orb is damaged, leave whatever you're doing and get it: it's worth it.
Don't lose sight of your allies.
Don't get hit by things that you can dodge. Stay out of range until you're ready to go in.
Learn what abilities the opponents need to escape. Bait those out, then commit.
If you have a counter, wait for something specific to counter. Don't use it just because you feel threatened.
Any Melee Champion
Stay out of range or behind corners to avoid poking. Use the orb as a wall (and then steal it).
Don't waste cooldowns if it's not needed. Walk to your target if possible.
Use your outs to avoid damage and stay on your target. Dodge and attack at the same time.
Jump to your target when his most useful outs are on cooldown.
Don't dodge heals. If you're safe, walk predictably for your healer's benefit.
Bakko
Bulky hero with many ways to stick to the opponent and his own allies.
Poke with your throwing axe, don't expose yourself until you can go in safely.
Shield Bash whenever your enemy is between yourself and a wall. Expect a counter right afterwards, if they have one.
Disrupt and disturb the most dangerous or vulnerable target. Be unbearable.
Use your shout to shield yourself. Do it *before* putting yourself at risk and, if possible, have allies nearby when casting it.
Croak
Independent assassin with many poisons and a lot of mobility.
Get close when you have Camouflage ready; when you're stealthed, be patient: your enemy *will* try to counter, but Camouflage lasts more.
Keep your toxin on as many targets as possible, for as long as possible: it keeps your health up and pressures the enemy healer.
Jump to dodge retaliation while hitting other targets, then either go back to heal (healer or pick-ups) or attack again.
Your jump is valuable to secure the orb. Keep an eye on when it's about to go below 20 HP.
Many of your abilities give you left click charges: try to use them up before using another ability. Your cooldowns will thank you.
Don't stay on a target for long once you're out of left click charges.
For added pressure, use your R before a jump or Camouflage hit. When your R is on, try to hit all nearby targets at least once to spread toxin.
Wait for mobility and invulnerability frames before ultying, and try to hit as many targets as possible. Be patient with your positioning and use your EXes if it's not a good time to ult.
Freya
Very high single-target pressure, but relies on well-timed dodges and some shields to survive.
Static your target, then push it into a wall with your throwing hammer.
Only jump to dodge and re-engage. For your first engage, use your feet and your counter.
Consume Static with your R to build up shield and stay into the fray.
Don't be afraid to jump away to collect resources and get healed. Be aware of the damage you're eating vs the one you're dealing.
Jamila
Sticky and elusive "cannon glass" champion.
Expect counters for your big left click attack and after your counter has been triggered.
Poke with your right click. Only go in when you can 1v1 or have an ally by your side.
Sometimes it's good to not break your incapacitates and use the time to get resources.
Keep your spacebar to dodge; if possible, hit a wall for more invulnerability frames.
Raigon
Annoying melee with lots of gap-closing abilities and some sustain.
Your main source of damage is your left click. Don't stop to cast anything else while you can still left click.
Use your right click to stay on the enemy and your Seismic Shock to reach them from afar.
Don't forget to EX 1 to charge self-heal attacks.
Keep your parry for specific attacks and interrupt it once its jobe is done.
Always aim at an enemy while parrying to not waste reflects.
Your jump is good to dodge and stay on your target: keep it until it's needed.
Rook
Very aggressive tank with many tools to stick to the enemy and inflict multiple stuns.
Bait your rush a few times to make the enemy nervous and perhaps waste a counter or an out.
Once on the enemy, expect them to react and use your counter or dodge using your jump.
Use R when the enemy has its back to a wall, then you can chain E and right click at the right moment for lots of unavoidable damage.
Your healer can't always keep up with the heals. Help him by eating with your EX 1.
Ruh Kaan
Self-heals, high pressure and many tools against ranged foes.
Poke with your shadow bolt. Sometimes it's not safe to go in. (It's also great for the orb.)
Pull your enemy (and the orb!) with your grip. Don't use your spacebar to go in.
Your spacebar is for dodging, and very little else. Always keep it available.
Interrupt your shield as soon as you parry something: don't give your opponent time to get out of range.
Keep using your left click as long as the enemy is cursed, then pull them back in or use your shadowbolt.
Shifu
Aggressive champion with lots of abilities to dodge damage and stay into the fight.
Get in with Kunju if you can, otherwise use Javelin.
Left click to charge your weapon, then right click, rinse, repeat.
Dodge un-Kunjuable stuff with Fleetfoot and keep fighting (or retreat to wait for heals and cooldowns).
Tendon Swing when multiple enemies are close or when switching targets.
Use Javelin on walls or orb to reach collectibles/allies when in danger. With practice, you can also dodge stuff in melee range.
Thorn
Very sturdy tank with much control and self-sustain.
Your left click is among the strongest in the game: while you can, don't use other abilities to deal damage.
Keep your right click on to receive heals and nerf your opponents, preferably on different targets.
Your spacebar is to dodge. Don't use it to get in.
Keep your entangle on a target you're not attacking, or time your pull well to drag the foe out of position.
If many quick attacks are coming, don't forget your R shield: you'll reflect lots of damage.
Any Ranged Champion
Keep your outs for when you need them. Don't use them more than one at a time.
Poke and keep moving, you don't always need to use the big guns; they make you vulnerable.
When you need to, escape toward your allies, not away from them. Even if you need to get past an enemy.
A wall will save you for seconds, a healer can save you for good. Don't escape from their sight and range.
Keep sight of the orb and be ready to steal it (especially with strong ranged attacks).
Alysia
Ice Glass cannon with high damage and control capabilities. Also dat ass.
Your left click is faster and has more range than the average hero. Don't use other abilities to damage, except right click (see below).
Fake your right click against reflects, dodges or counters. Then fire it.
Left click to stack more chill time.
Use your AoE to freeze down chilled target(s). Don't use it if their chills is about to expire or they're not chilled at all.
Chain your right click on chilled targets: learn freeze duration or use the Ice Breaker battlerite.
Your priority for outs is: Q -> R -> E -> Space.
Exception to the above: if you're about to be hit by a big hit (Jade's cannon, Sirius's left click...) jump to dodge it.
Ashka
Lots of pressure, combos and outs.
Left click to keep your enemies out of effective range.
Use Fire Storm only when safe or having appropriate set-up (Flamestrike etc). Don't cast it if you'd be a sitting duck, and interrupt it if you become vulnerable.
Use Flamestrike to set-up combos or supplement on-going combos by your allies.
Use Fire Wall near ranged targets to stop outgoing damage and heals. Do it often.
Your preferred dodge is Molten Fist. Use Space only when necessary.
If you're losing health quickly, use your EX Space instead.
When using (EX) Space, go far away or don't bother. Jump on an ally and help them.
Destiny
Reactive, mobile medium-ranged champion with good control options.
Use your left click to deal damage, don't right click just because it's off cooldown.
Right click quickly as your first out against melee pressure, then use the silence time to damage. Don't waste an out while the enemy can't hurt you.
Load your right click more against targets who can't counter or reflect, especially healers or the orb, if it's being damaged.
Plasma Wall targets who threaten you from afar. If they're melee, trap them with the EX instead, but only after they've used gap-closers.
Your first reaction to danger should be Space; if the enemy is close, be sure to hit them before going toward your allies. Otherwise hit the orb to displace it, then secure it.
Threaten attackers, especially if they have counters/reflects, by throwing R where they want to be (on you): you can hit it to damage and spellblock them without fearing counters. Bonus if you can fit the orb into the AoE.
If nothing else is available, wait for a specific attack to counter. Aim your AoE at a target that can't escape, including the orb. Don't forget to WASD to find a safer position.
If you need to defend yourself and need time for your outs, EX left click and hit an easy target to get shield; if an ally is also in danger, hit them.
Only use your ult if you can hit multiple times or multiple targets and not end up in a bad position.
Ezmo
Mobile, short-ranged glass cannon capable of very high pressure.
Left click until it hurts your finger. Bait counter/reflects by only shooting a couple shots rather than all your charges at once.
If you lost health, especially if your target has a counter/reflect, EX left click to heal and damage.
Use your feet to get in range, not Space. Try to handle only one enemy at a time.
Use your E to root attackers before they can threaten you. Start casting before being assaulted; if it's too late, skip this.
If you're threatened in melee, use your right click, especially without charging it, to push the enemy away and keep shooting.
Space away from further threats, either dodging around your enemy or changing target. Unload your charges between jumps and use your second jump to put distance and obstacles (orb, allies...) between your enemy and you.
Shield to parry more attacks coming your way. If you're targeted by an AoE or stun, EX it instead.
When your target has nothing to escape or counter, place your R and keep firing. You can also secure the orb this way. Hint: to maximise gains, learn to aim where the opponent is, not just in their direction.
Iva
Short range shooter with a lot of utility and crowd control.
Left click until someone comes to you.
Save yourself/allies in danger or heavily debuffed with ZAP.
Stun enemies channelling ultimates or being annoying using Tazer.
If there's nothing immediate to stop with Tazer, EX it instead. Target an enemy nobody else is attacking.
Your outs are ZAP -> Tractor Beam (it blocks all frontal damage) -> Space.
When you space away, pass over enemies if possible, then ignite with Rocket or Flamethrower.
If an enemy has a counter or reflect, use Flamethrower between your shots.
Jade
Long range attacks and many abilities to escape.
Left click. A lot. If the target has a counter or reflect, stop randomly mid-magazine to confuse them.
Right click only when safe or having appropriate set-up. Don't if you'd be a sitting duck.
If an enemy approaches, EX right click to root them safely afar and keep damaging. Expect counters: put some more distance between you in the meantime.
If a target threatens you, use Disabling Shot to disable them. Wait until it wears off before using another out; in the meantime, keep shooting.
If you still have a melee on you and you have energy for it, R them away and keep damaging them until they come back.
Don't Stealth if not to escape. If you're threatened in melee or by AoE, EX it to avoid damage.
Jump as a last resource, and always do it towards your healer or other allies. Stay close to them.
Wait for jumps before using ultimate. If the target has a counter, either wait for it first or hit them indirectly. Preferably wait for enemies to group up for maximum damage and least risk.
Jumong
Very independent long range sniper.
Left click any time you're free to do so. Hit targets who have your mark (most of your other abilities apply it).
Whenever you lose health, EX left click.
Trap enemies moving predictably, then use Rain of Arrows on them. Place the latter so as to discourage their coming nearer.
Dodge with your Space. If you don't have it, use your R.
Use right click when you're safe. Target the orb or enemies with nothing to counter/reflect it.
When you have enough left click charges, prefer recasting for defence or control rather than offence - unless you're quite safe.
Apply pressure with your EX right click when the enemy has no counter.
Your ult makes you vulnerable and can be reflected, dodged or countered easily: use it sparingly. When you do use it, get the orb along with at least one opponent.
Taya
Mobile champion with piercing projectiles and abilities to set-up strong combos.
Left click everything. Left click enemies through orb to get both. $$$
X-Strike when enemies are close together, moving predictably or hit by Wind Bomb. Prefer targets who are moving towards you, but expect counters.
Wind Bomb near your feet and allies to give haste; with it, you can left click while moving.
Use Haste and Wind Strike only defensively, and let as much time pass between them as possible.
Use Tornado if you or an ally is taking a beating or can't dodge an incoming blast.
EX your Wind Strike to dodge and push your enemy into a wall stun; practice its range.
If an enemy is stunned, rooted or trapped, use your EX right click to capitalise with lots of damage. Hint: this can work well with Wind Bomb.
When ult is ready, do it really close if you need the shield right away. Otherwise, try to hit at least one target and the orb with the initial reverse-charge.
Varesh
Ranged tank with abilities to inflict debuffs and transmute them into positive effects and crowd control.
Shatter after left click to snare and make it easy to land a right click or more left clicks.
After right click, left click your enemy while it's safe, then Shatter to silence them and repeat from previous point.
When threatened, use Wuju -> R -> Shield. If you still have Wuju and R, you're free to shield an ally if needed.
Wuju on your target: it acts like Shatter. If you're in a bad spot, go to your allies instead.
R through your enemies to dodge and automatically Shatter their feet, then use the debuff(s) to counterattack.
If a pesky melee is approaching fast, EX right click to apply both debuffs and be able to silence them quickly.
To get rid of a melee opponent, EX Shatter to push them away and still harvest the debuffs. It gives more time to recover your outs.
Before ultying, wait for jumps. Try to hit the orb to guarantee the next dash, especially if the enemy could dodge.
Any Support Champion
Don't miss your heals; wait a moment to be sure they won't be dodged, if needed.
Don't use your outs offensively, even if they're strong. Poke with your primary fire instead.
Keep your crowd control for when it can't miss.
Fake your slow, counterable CC: expect counters and dodges.
Don't CC targets that are being attacked by your allies (many CCs break with damage).
Chain powerful stuff on your CCs, but let them run out so your cooldowns can recover.
Blossom
Extremely high healing output and punishing reactive plays.
Unload your left click when it's charged up. You can't win by just healing.
Load your E before the enemy is on you. Bait counters and reflects before really tossing it.
Hit your left click on targets inside the E stun AoE to trap them in there with the slow effect, then use the stun time to hit them more.
Place your tree to block enemy hits and charges. Use it to keep your allies into the fight from afar.
To defend from pressure, EX your tree and stay in it. If pain is coming, the regular tree doesn't help much.
When being approached by a single enemy, EX your spacebar to isolate them and deal damage to them.
You can reflect projectiles and push enemies with your R: use it when big shots are flying and if you run out of outs.
If you just used your tree, don't jump away immediately. If you're about to jump, go where you won't need to also use the tree.
When you ult (which shouldn't be that often), use the initial jump to dodge something big and the rest of the ult to retaliate.
Lucie
Supportive champion with strong healing, crowd control and protective abilities.
When you're safe, constantly hit your left click.
Get in a safe position before healing yourself or others. Spread heals to make use of the healing over time.
Only use your barrier when the enemy is already on you or about to hit you: if you use it too soon they'll just wait or CC and then damage you.
If you enemy has a counter or reflect, bait its cast in advance or EX it.
Every time you hit a panic or see a vulnerable target, leave a regular and an EXed left click on them. If you don't, you'll die before them eventually.
Use your Clarity Potion to dispel barriers, invisibility and other strong buffs and keep melees at bay.
Remember your roll to dodge big hits and get out of danger.
Wait for outs before ultying someone, and don't hit their trances when they're on it; rather, use your Clarity to keep them into the goo when they try to escape.
Oldur
Limited healing but great damage and defensive potential.
Poke with your left click, a lot.
Hit your AoE after the enemy uses mobility, then stack more left click.
Keep your opponents at bay with EX left click after regular left clicks to also stack a lot of damage.
Use your EX Q to relieve pressure from a direction and cut off ranged enemies (also to steal orb).
Absorb big hits with Q, then use them on other targets preferably: they might have not seen them being absorbed.
Hit melee attackers with your R to petrify them: you have time for a couple heals and to stack a left click and an E on them.
Ult after opponents use mobility to stun them, then stack left click, E and more left clicks.
Pearl
Strong burts healing and control of the battlefield.
Be in a safe position before healing: it takes a bit and makes you a sitting duck.
Unload your charged left click on enemies in range and hit them a couple more times before going back to healer things.
When you have free time, EX your left click to recharge it: it won't come back by itself.
Bully the enemy with your bubble(s) and hit them when they're busy moving their feet.
EX your bubble to force your enemy out of an area and/or to secure the orb.
Only ult if your opponents recently used their mobility. Toss them in unfavourable positions far from collectibles and their allies. Learn the timing and chain silence/more left clicks when they land.
Pestilus
Slippery healer capable to survive for years and do a lot of area control.
Keep your left click status on as many allies and enemies as possible.
Don't use your right click lightly: explode your Queen with it if enemies are inside it, or burst heal allies in direct danger. Only use it on enemies if they're panicked or already taking lots of damage.
EX right click melee attackers to rest and counterattack.
Don't miss your spacebar: always aim at an easy to hit target. If there aren't any, use your R while you gain a better position.
Place your Queen to aid your allies and force your opponents to split.
Panic to counter attackers and be sure to stack damage on them in the meantime.
Your ult makes you predictable: only use it on vulnerable/busy enemies or to relieve pressure from your allies.
Poloma
Disruptive healer with a symbiotic relationship with allies.
Left click everything, always.
Don't Q immediately when in range: they'll expect it. Instead, left click and wait for predictable cast times and chains of attacks to do it.
If you're damaged, always EX Q instead.
When an enemy is vulnerable, Ghost Wolf them. Also do it on the orb if it's damaged.
If you're freecasting or need to heal more, use R and keep firing.
Place your spacebar on your allies before being attacked, then flee to them when assaulted and help them pressure the enemy.
Ult on as many targets as possible, preferably where you allies are fighting. If you want to deal damage, wait for mobility first.
Sirius
High burst damage healer with a hit-and-run playstyle.
Your left click is strong. Get it off as often as you can, and use its weaken to keep damaging for a bit. To keep the pressure up, use R (with the appropriate talent) to reduce left click cooldown.
Heal only after finding a safe position; create it by petrifying a dangerous enemy if needed.
Whenever possible, wait for the enemy mobility to be on cooldown before petrifying.
On petrified enemies, learn the timing to get off a left click before they can react.
When the enemies are pressured by your allies, help them by jumping on them to heal + damage. If you left click is on cd, EX space instead.
Keep the enemy healer pressured by petrify and offensive moves.
Look for specific attacks to counter with your Q, and jump towards an ally - best if they're near an enemy you can turn on.
Use your EX left click to hit enemies that are just outside your reach.
Only ult when you can't be stunned AND the enemy is in range AND has already wasted mobility. Your R and EXes are usually much more useful.
Ulric
High punishing potential healer able to stay always by his allies' side.
Don't waste your spacebar on your allies if they're close to you: either jump on them when they're pressuring an enemy, or when they're escaping.
Stun enemies in range before using space, then, if an ally is nearby, jump on them to refresh and stun again, otherwise damage while you're safe, then reach your allies.
Expect counters when you parry with your shield: change target before unleashing.
EX shield if your allies are nearby: it will keep your whole team into the fight and will have more consequences than parrying a few hits (unless there's a particular big shot to parry).
Use your R to dodge big shots and CC an enemy, if dodging it won't cause an ally to be hit.
Your EX space doesn't stop on collision: use it to reach your allies when cornered or to travel big distances.
Only activate your E when you know heals can wait. Expect counters and bait them.
Use your ult on targets with no easy dodges, counters or reflects available. You can space (preferably on allies) while the shield is airborne to make use of the return flight, if at first it misses your target. Let an ally catch the shield if they're closer: Divinity is usually more effective on them.
Zander
Slippery healer with strong control and pressure capabilities.
Left click everything, especially allies. If you need self-heals, you can also target an illusion of yours.
Don't right click if you're not safe. Chain it on CC'd targets to avoid reflects and counters. After it hits, use the increased damage to pressure the target with left clicks, if in range. Try to target your allies' target.
Don't use your Portal offensively, and only portal allies that are certainly in danger or unable to move. You don't want to interrupt (and thus waste) an ally's counter.
Target your AoE on healers and opponents whose mobility is on cooldown.
Keep your spacebar for when you need to dodge something and/or when an enemy is already on you.
Use your R to escape the melee if you need more time for your Portal and spacebar.
EX your right click on your allies when they're on your enemies: that way you can help them fight while keeping them up. Also, your heals are not enough to counter constant damage.
Place your ult to pressure your opponents, and keep a keen eye on the orb to steal it with right click while also hitting other targets.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=770687886
More Battlerite guilds
- All Guilds
- Links that anyone should know
- how to win ranked games for any silver or bronze
- RoOk mAiN bIg BrAiN
- Get Free Chests by following Battlerite on Steam
- ( 15.03)
- Battlerite - Detailed Shen Rao Guide
- Battlerite - Performance Improvement Guide
- Battlerite - Alysia Snow Queen Guide
- Battlerite - Learn i-Framing (Guide for Noobs)