Hart: Performing At 200 Decibels, by Aetherys

Hart: Performing At 200 Decibels, by Aetherys

About Me


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Because there are so many players and guides out there, how do you know that you've chosen the right one to look at and learn from?

I have been playing Hart as soon as I could unlock her since the very beginning of the closed beta test. At the time of this guide, I am currently ranked 6th among all of the players during the beta.

Also, I have a lot of experience in the MOBA and BR genre of games such as: League of Legends, Heroes of the Storm, Dota 2, Apex Legends, Fortnite, Call of Duty Modern Warfare, and etc. And I have carried over a lot of my experience from these games, leading me to learn incredibly quick and become adept at Eternal Return despite having never played the Alpha unlike many of the other Top 1000 players.

Hart Overview


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Intro

Hart is a midranged spellcaster (mage) character. Using her musical prowess and her mastery over the guitar, she buffs herself while debuffing enemies to manipulate stats. Because of this stat manipulation, you can overwhelm foes despite being behind in your build/gear in comparison.

What Makes Hart Different

Hart, unlike most of the cast, only has one weapon type to use so her builds and gameplan are very linear and doesn't take too much time to familiarize yourself with. Along with having only a single weapon type, she also has a unique mechanic called Evolution. Every time Hart crafts a new tier upgrade for her Guitar weapon, she is granted a single evolution point. Her evolution system allows her to further upgrade her skills with bonus effects that they otherwise wouldn't have. However, unlike regular skill level ups, you cannot fully evolve all of her skills. At most, you will only have three evolution points in total to split among your skills, and each skill only has two evolution upgrades. I will go more in-depth below about what the evolution effects are and which ones to go for when I discuss Hart's skills.

Skills/Abilities


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Passive: Feedback

Hart's passive restores a % of her SP upon striking an enemy with her basic attack.

Evolved: Every time Hart strikes an enemy, an additional soundwave will follow up as though she has struck them twice. However, this additional soundwave's damage does not scale on her attack power but solely on skill amplification and evolution points (*). Because of this, it is not a direct 2x multiplier onto her basic attacks but less.

Q: Delay

Hart's Q upon first cast charges up a projectile that deals increasingly more damage in proportion to how long she has charged it. Each second it is charged will increase its damage, up to 4 seconds. While she is charging the skill there is a purple circle around her feet that indicates how many charges she has. On the second cast of her Q she will released the charged projectile to deal its fully amplified damage.

Evolved: When Hart successfully lands her Q on an enemy, they suffer reduced movement speed. This movement speed reduction increases in strength depending on the number of evolution points allocated into her Q.

Her Q is her main damage damage source so landing it or missing it can turn the tides of an entire fight, especially if you are going for a skill amplification build. It heavily synergizes with her W and E abilities, enabling a devastating nuke.

W: Overdrive

Hart's W grants herself a % attack power buff that lasts for 5 seconds. Upgrading the skill normally will strengthen the attack power buff, and will not extend the buff duration.

Evolved: Once evolved, Overdrive will grant Hart's next basic attack an effect that will debuff the next enemy struck by it. The debuff will lower the enemy's % defense.

Overdrive's attack power increase will greatly benefit the damage output on her Q and E for 5 seconds, for they both scale with attack power. Evolving it will help negate some of the defense that the opponent has built up to further improve your damage output against them. Because of this skill, Hart can put up a good fight despite having slightly weaker equipment since it manipulates stats in her favor. Also note that because both the buff and debuff are % based they are weaker early game, but they are significantly stronger and provides more value late game.

E: Flanger

Hart's E provides her with a mobility tool that can be used both offensively and defensively. Upon cast, Hart will dash in the targeted direction while shooting out an auto-homing projectile that targets the closest enemy. After the first cast, she can cast the skill up to two more times within ~2 seconds of each other, effectively granting a total of three dashes possible. Upgrading the skill normally will only increase its damage output and decrease its cooldown.

Evolved: Casting Flanger after it has evolved will grant Hart a 15%/25% skill amplification buff for a few seconds that stacks up to three times, effectively totaling 45%/75% skill amplification at max stacks. Adding in an extra evolution point will improve the strength of the skill amplification buff.

Flanger is a core aspect of Hart's instant death combo since 75% skill amplification from a single ability is almost as much as what most people have from a full skill amplification gear build. In an offensive position, you would want to use this three times for the maximum stacks before releasing your Q so that it has max power. Other than setting up her combo, Flanger is a useful chasing or running tool since it has three dashes.

R: Peacemaker

Hart's R (Ultimate) causes her to perform a concert and anyone/anything within a certain radius to be unable to use skills and basic attacks for 5 seconds. During this time, Hart will regenerate health over time while hindering the opponent's movement speed.

Evolved: An evolved Peacemaker will additionally drain the SP of opponents every second within the radius. The SP drain strength increases as more evolution points are invested into it.

Peacemaker is a defensive skill you will find yourself rarely using despite it being an Ultimate. It's sole purpose is to reset a fight to neutral (i.e. make it as though the previous fight had never happened) or an escape for you or your teammates. Note that in Duo or Squads, Peacemaker will also make your teammates inside the radius unable to attack. So, using it to solely save yourself while preventing your teammates from attacking the opponents may end up being more harmful to your team as a whole. Finding the right time to use it in teamplay is crucial for Hart players.

D: Love&...

Hart's D (Weapon Skill, "Charm") fires a projectile in the targeted direction after a short delay. Upon hitting an enemy with this projectile, they will suffer a "charm" debuff that last for 2 seconds and causes them to helplessly run towards Hart in a straight line while also having reduced movement speed. Unlike the rest of her kit, you cannot evolve this skill.

Hart's Charm allows her easily land her fully empowered Q on an enemy. It also has a fairly long cooldown so missing it can cause your gameplan to fall apart and enemies will have an easier time dealing with you. Because landing it allows everything else to be much easier, it should be carefully used in situations where you are sure you will land it.

Skill + Evolve Order


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Note: I'll be referring to Hart's Passive as P in the skill table. You'll also be leveling up your D any time possible since it doesn't take away any points from your other abilities.

If you're ahead and/or snowballing early on, i.e. purple guitar by Night 1/Day 2:

Otherwise, if you're behind or unconfident about your strength:

Evolve Order:

Skill Order Explanation:

The only difference among the two tables is whether or not you allocate a skill point into your R at level 11. Because Hart's R is only for defensive purposes, there is no need for it if you're incredibly strong and want to keep up your snowballing tempo. We will always have 1 point in R at level 6 as a backup plan even if we are snowballing (e.g. a 3rd or 4th party comes in when you are low health after a fight).

We max out Hart's Q first because it increases its flat power per level which is strong early game and synergizes well with her W's and evolved E's % skill amplification.

Next, is Hart's E mainly so that we can have a lower cooldown on it. Lower cooldown means that we can chase or escape more frequently, but most importantly is that we can stack the skill amplification from its evolved effect more frequently too.

Lastly, we max Hart's W since it is % Attack Power and that doesn't scale well early on unless we are going for a high AP build which we aren't.

We finish off Hart's R and Passive at the very end since they are the least needed tools for this one-shot playstyle. Hart's R is only for defensive purposes, but we are trying to be offensive with our one-shots. Hart's Passive restores her SP every time she basic attacks an enemy but our attack speed is low and we shouldn't really be basic attacking players in this build in the first place since it puts us at risk whenever we stand still to basic attack.

Evolve Order Explanation:

Evolving Hart's E to grant her 90% skill amp early on is incredibly strong combined with her raw base damage of 440 on her fully charged Q. 90% skill amp is the equivalent to what most people get on a full gear build, but you're getting this for free from 1 single ability.

Evolving Hart's W last since it reduces the opponent's defense by 15% on 1 evolve point. And because it is % defense, it will get more value late game (e.g. 15% of 20 is only 3, while 15% of 80 would be 12).

Gameplay, Combos, Etc.

Gameplay:

Because there are infinitely many scenarios that can occur, I won't be detailing or listing them, but will be pointing out a few key events and tips that will be useful for you.

As previously mentioned, Hart is a spellcaster character, so staying at a range is very important for her. During a fight you must not heavily rely on basic attacking enemies like Aya or Nadine since your attack speed is much slower so you will get more easily punished for doing it. Instead, you will mainly only auto attack as a finisher if the opponent is on very low health, or after you use your evolved W so that you can apply the 15% defense on them.

I highly advise to familiarize yourself with Hart's Q and D range + width so that you can be more successful on landing them. Once you are familiar with it, turn your skills to "Quick Cast" in the options so that there are no indicators and the skills are instantly cast the moment you press them. This will make landing skills easier in the long run since you don't waste the .2 or so second left-clicking and readjusting your aim after pressing a skill.

While your skills are on cooldown, focus on running/kiting away to stall out time for your skills to come back up. It is very important that you do this since you don't want to take any damage without dealing any in return (we wouldn't want a loss-loss situation now would we?).

Pay attention to your opponent's movement patterns and take advantage of it. For example, if you notice that the HyunWoo likes to arc around you to position himself to push you into a wall, try to walk further away from the wall to avoid it and adjust your aim on where you expect him to go (which is most likely opposite side from the wall). Once you can predict their movements, get ready to line up your skills to guarantee that they land, especially your Charm (D). Also note that while you are kiting away, if at any moment they run in a straight line, take advantage of it to land your Charm if your combo is up.

Your Charm can completely counter an Aya's Ultimate. In a fight versus an Aya, you want to save your Charm for the moment they use their Ultimate. Once they use it and stand completely still, it makes them a guaranteed target for your Charm to land which further guarantees your Q combo to nuke them. Along with the guarantee hit is the absolute negation of Aya's Ultimate. Your Charm will cancel her Ultimate and make her run towards you, effectively making her lose her Ultimate. (I am not 100% sure as whether or not it places her Ultimate on cooldown, but I am at least 90% confident in it since they don't use their Ultimate again after I cancel it).

Your E (Dash/Flanger) can detect invisible enemies. Because it auto-homes on nearby enemies, it will blindly lock onto nearby invisible units. This is particularly useful against Isol who often likes to tumble roll -> invis and run away. It helps you keep chasing him and preventing him from escaping.

Combo:

Your one-shot combo as soon as you obtain your purple guitar, Bohemian, will be:

Q (1) -> W -> E E E -> Q (2)

Q (1) and (2) are the first and second "parts" of Hart's Q, since the first cast begins her charge time and the second cast releases the charge. We are using W after Q (1) because it is wasting its duration when our Q is not ready to fully discharge yet. Also note that you should not use your W immediately after Q (1) because W only lasts 4 seconds and Q requires 4 seconds to fully charge up, making it so that your W buff disappears right before you discharge which is non-optimal. A good guideline to use your W would be about 2 seconds after Q (1). You want to also use all three of your E's before firing off Q (2) since each use will grant you 25% skill amplification, up to 75%.

I would not consider your D part of your general combo rotation since it has a fairly long cooldown of 20s+ even with cooldown reduction items. It should be used carefully in a situation where you're highly confident it will land, or to counter certain skills like Aya or Yuki ultimate which has a channeling time and makes them stand still and therefore guarantees that you land it. However, in the case that your opponent is moving in a predictable manner and you can squeeze in your D into the rotation, its optimal position would somewhere between the E's so that it can get a considerable amount of skill amplification too.

Build, Route, And Gameplan


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Build:

In this build we will be focusing purely on Skill Amplification as we are a spellcaster that is aiming to instant kill players.

Situational Changes:

[/*]We can substitute our Mythril Boots for any other purple boots that has at least +0.3 movement speed since Mythril is an inconsistent material to run by. However, it is a premiere boot choice since it has the highest movement speed stat of +0.45 among all the other boots, and we want this movement speed to chase/kite away players. Early on if you are lucky to find Maverick Boots from a blue supply box it works as a solid substitute or flat out replacement for the Mythril Boots. It offers extremely high movement outside of combat which helps us rotate around the map for resources or kills early on.Imperial Crown is a solid alternative to Imperial Burgonet if you happen to find it off of another player but is not recommended to build in general since it requires 2 gemstones for inferior statline. Imperial Burgonet's premiere stat differences compared to the Imperial Crown is +0.1 movement speed and +20% cooldown reduction.

Schrodinger's Box is extremely strong early game if you get lucky from another player's body or a blue supply box. Because we will be insta-killing basically everyone in early-mid game, the healing reduction from the White Crane Fan isn't too necessary and the extra +500 early HP is incredible. However, you will miss out on +0.1 movement speed from the Fan, so make your shots land and count in case the enemies manage to escape. In a situation where you do not have any boots that give at least +0.2 movement speed early on, the White Crane Fan is outright better unless you are unlucky with feathers.

Route:

My route in this image is slightly outdated but should still work very well. You can ignore the Chapel and Uptown marks, for you will most likely find those two items that you need from them elsewhere.

Changes:

Pond should be the second place you stop by rather than Temple. You should only go to Temple if you are lacking gemstones but have a pickaxe + hammer. If you are missing all of them then run past Pond into Hospital, loot the few boxes around the teleporter for a feather to craft your White Crane Fan. Even if those boxes don't have any feathers you should still teleport over to Beach and/or Forest to loot until you have at least 1 pickaxe and 2 gemstones, then use the teleporter in Uptown to go to Dock for your 1 hammer.

Otherwise, just continue the route as shown minus Temple + Chapel + Uptown.

Gameplan:

Our goal with this build is to kill everyone before the final circle/zone since landing your Q and D (primary damage sources) on a player within close quarters is significantly more difficult, and by then you wouldn't be fully one-shotting players anymore. Because of these two factors, anyone with a decent build and food will be able to out sustain your damage; resulting in an inevitable loss for you. And so, as soon as we get Bohemian we must be actively seeking out other players to kill.

Bohemian and White Crane Fan early on should be enough easily fight anyone early on. You will be obtaining most of your other gear from players' dead bodies since Skill Amplification is a common build (as of 7/9/20 in the CBT). Although, be sure to loot anything along the way that is needed for your build, especially gemstones, pickaxes, and/or gold bars since you need a total of 3 after your Bohemian.

Be sure to loot all of the Honey, Milk, and Chocolate from Avenue while you are there. As soon as you obtain them you can craft Honey Water, Honey Milk, and Choco Pie. Crafting these foods will give you fast early levels and SP regen to continue your tempo of looting and/or fighting without needing to rest.

Your Choco Pies should generally be saved until you obtain Boxes, which are common in Pond(!), to create an efficient and strong early HP food: Choco Pie Box.

Any excess Milk should be saved if inventory allows it for your inevitable trip to Forest. In forest you will encounter even more Honey to make more Honey Milk.

Closing Notes

I have not fully proofread the guide so there will most likely be some mistakes here and there. If there are, let me know! I was kind of in a hurry to publish this guide since a few people were curious about how I play Hart and there was a deadline to submit guides for a particular event. However, I will comeback and update this guide over time if needed and if I feel like it.

I am also thinking about streaming this game if people are interested in me doing so and will begin trying it out within the next few days of publishing this guide. If you'd like to stop by to watch, learn, ask questions, or to simply chill then you can find me at: https://www.twitch.tv/aetherys_ad

Disclaimer: I don't have proper streaming equipment since I'm just doing it casually and for fun, so the quality may be poor. I also don't have a dual monitor meaning I need to check on my phone for the chat which may lead to slow replies, but I'll try my best!

I am fairly honest and speak what's on my mind, so I may unintentionally hurt people. If I say anything rude or that you don't find acceptable, let me know. It's better to tell me so that I can at least try to improve than to not tell me at all; we're all human.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2175001193					

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