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[Hero Techniques] Basara's Kagura 101

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Post time 2017-11-2 11:08 AM | Show all posts |Read mode

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Edited by -GoW-Basara at 2017-11-4 10:59 PM

My Intro kek ~
Ladies and Gentlemen and Friends from a different species ~
Hi. XD

A lil about myself… I’ve been playing ML since season 1, I’ve seen almost all sorts of changes throughout the game… some good and some bad meh.. I’ve been lurking in the reddit for quite sometime now, so I figured I should do something for the community lelelel ~

Some of you may know me as the bugger that wrote Kagura 101 for beginners. Yes! I’m that bugger >:)
I'm here today, to present to you guys the updated version of the guide, due to the new ultimate my v1.0 went RIP with the RIPE AGE OF 23 HOURS lolol

Same as the last guide, my wish is to collect all inputs from around the world, if you guys have any suggestions or questions feel free to leave it down in the comments section on reddit

So let's start off with some Lore and onto the guide we go ~~

*Disclaimer - I am not the best Kagura user, but I consider myself a little decent. If there are changes needed or suggestions please do let me know :)
*Disclaimer 2 - This guide is meant for players with zero knowledge in Kagura and wishes to learn how to play with Kagura so it might be a little lengthy.. If anyone just wants a TLDR version do PM me with your question and I’ll try my best to help you out :)

A little about our Kag Chan<3

LORE!!!
Onmyouji Master is a master of the Yin Yang arts, driven by powerful spirits, Yin and Yang. The Kagura Family is the oldest and most powerful of the Onmyouji, with the most powerful of all being the Ancestor Master.

Kagura as one in the Onmyouji family with the most potentials, had been given the Seimei Umbrella, an heirloom of Yin Yang arts passed down through generations. Legend has it that the umbrella had been refined by the great Seimei himself using power from a hundred ghosts, and now possess life and wisdom of it's own only controllable by it's rightful owner.

After Learning that his(HER) childhood playmate hayabusa had headed to the land of dawn to undertake a dangerous mission, Kagura secretly took the Seimei umbrella and followed in Hayabusa's footstep.
Hoping to be able to help him in battle...

*Notes: Took me forever to type that sht out ZOMG… KAG x HAYA for da win


Cr. flowqer
Thanks for the awesome art ‘flowqer’, BEST COVER PAGE EVER <3

SKINS!!!
1) Flower Season - Cost 299 Gems
*No additional effects

2) Cherry Witch - Cost 749 Gems
*Holy Witch Model
*Cherry Blossoms Forever display
*All new skill effect changes!

*Notes: The Cherry Witch skin is totally AWESOME!!!

Kag Chan’s Intro

Kagura’s main role in the game is a disrupter/Main damage dealer.

Once mastered she could be a deadly laner and also a pretty insane late game mage with a mini stun and pretty high aoe damage, paired with her mobility and escape skills.. She is one hell of a mage to play much less deal with.

That being said, with her mini stun, she’s pretty much a natural counter to heroes that requires channeling before a skill (I’m looking at you GORD)!!
Thanks to the implementation of the new ult, she has gain yet another crazy cc making her one of the most annoying hero in ML.
If you’re a fan of poking enemies to death and annoying the enemy with your insane kit, Kagura is definitely meant for you…
She is also versatile in terms of applying debuffs like - Anti Heal, Frost.. I’ll be touching on this topics in the Build Section later..

Honestly speaking though, when you’re reading this guide, I’m pretty sure you guys are already aware of what she can do lololol…

So let’s just skip this boring part and into the main part of the guide ~

WHY KAGURA

PROS
  • Mini CC
  • MORE CC [similar to Tig’s ult thank you ML for buffing(?)]
  • Pretty High Damage late game(AOE, best for teamfights)
  • Mobility (in terms of escaping and maneuvering out of battle)
  • Insane laning abilities
  • SHE’S CUTE!


CONS
  • Mobility (pretty bad movement speed)[BOOTS!!!]
  • Hard to Master(Not really… after you read the guide that is)
  • Super Squishy at late game(which damage dealer isn't?)
  • TOO CUTE!!!(ML MASCOT PLEASE)

SKILLS!!!
*Notes: I’ll be color coding the skills to differentiate her different state
Cyan - Umbrella is in her hands
Magenta - Umbrella is out in the Open
*Notes: I’ll be using “1” “2” “3” to represent her skills respectively
*Notes: I'll be leaving the old skills where they are so you guys can do a comparison.

Passive skill: [Yin Yang gathering]
-When the Seimei Umbrella and the hero become as one, generates a shield absorbing 300 pts of damage and stuns nearby enemies, slowing them down. This effect can only be triggered per 4.5s at most.

1st skill: [Seimei Umbrella open] “1”
-Moves Seimei Umbrella to the designated area, dealing 275/330/385/440/495/550 pts of magic damage to the enemies along the way and lowering their movement speed by 60%.

2nd skill: [Rasho umbrella flee] “2”
-With Seimei umbrella: Using the skill will remove all debuffs from the hero. Kagura moves in the specified direction and leaves the umbrella on the spot.

-Without Seimei umbrella: Kagura moves to the umbrella's position and retrieve it, dealing 205/230/255/280/305/330 pts of magical damage to the nearby enemies.

3rd skill: [Yin Yang overturn] “3”
-With Seimei umbrella: deals 250/270/290 pts of magic damage, knocking back nearby enemies and slowing them down.

-Without Seimei umbrella: generates a link with the umbrella for 6s, and refreshes the cooldown of 'Seimei Umbrella Open' immediately. When the umbrella moves, any enemy touched by the link also will be slowed down and receive 225 pts of magic damage.

*Notes:There should be an incremental in damage for some of the skills, however I can't find any data regarding the numbers in the past patch notes... So if anyone has the numbers please do let me know so that I can update the guide :)

*NEW* 3rd skill: [Yin Yang overturn] “3”
-With Seimei umbrella: deals 250/300/350 pts of magic damage, knocking back nearby enemies and slowing them down.

-Without Seimei umbrella: the umbrella deals 330/360/390 pts of magic damage to surrounding enemies and generates a link to the them, while reducing their movement speed. Meanwhile refreshes the cooldown on ‘Seimei Umbrella Open’. If the enemy cannot break loose from the link after 3s They will receive 450/550/650 pts of magic damage and be pulled towards the Umbrella’s area. (As long as the target is within the range of the umbrella, the link wouldn’t break even when 1st or 2nd skill are cast during the link).

*Notes: I’ll do more in depth analysis of the new skill while comparing it with the old skill in the Analysis section below.
*Notes 2: Just by looking at the description though… SHE GOT A HUGE BUFF TO HER DAMAGE DAMNNN!!!!!

Kagura’s Skill changelog ~
For those that are super lazy to read through everything LMAOOO, I’ll be updating it here when changes were made starting from patch 1.2.18 ~

Patch 1.2.18
  • No changes were made to “1” or “2”
  • “3” had a major change, where they buffed her damage
  • “3” might seems easy, but using it effectively is harder than it seems
  • “3” is easy to use in teamfights though, when people attack mindlessly >:))
  • *STILL CUTE AS EVER*


SKILLS ANALYSIS!!!

Passive skill: [Yin Yang gathering]
One of your most important skills, this is what makes her an insane poking machine..
Reuniting with her umbrella would trigger the passive, which gives her a mini stun and a tiny shield.

There are 3 ways in reuniting with the umbrella that could trigger her passive.
  • Walking out of range from the umbrella
  • Using “2” to teleport to the umbrella
  • Walking over to the umbrella


TIPS

  • While killing Jungle Mobs, continuous proc-ing of passive allows you to take nearly 0 damage from the jungle monsters as the shield would be taking the damage instead of your HP
  • The shield would be able to take one tower shot, thus make use of it to deal with your opponent.
  • In early laning phase, you should be able to take 1~2 or even 3 hits of AA so make use of the shield to deal more damage to your enemies, using your AA.
  • While running away from your enemies, throwing your umbrella away from you(Towards your enemy) and walking out of range, would proc the passive, the shield might be able to save you from a fatal attack.


*Note:
  • People usually underestimate her survivability, and boy were they wrong, thanks to her little shield from her passive, it allows her to take more hits than people think she does. I’d say the shield is what’s makes her annoying, while the stun is just a bonus.
  • Mastering when to proc her passive is what differentiate a good and a poor Kagura.


1st skill: [Seimei Umbrella open] “1”
While holding onto your umbrella, proc-ing “1” would throw out the umbrella to the designated area. If the Umbrella is already out in the open, proc-ing “1” would move your umbrella towards the designated area.
This is one of your most annoying skills. When mastered, you’ll piss off not 1 but 5 enemies at once lololol

There are 3 ways to move your umbrella.
  • Just kidding… Just aim and shoot, and pray that you hit.


TIPS

  • It can act as an ward, throw the umbrella into a bush to reveal the location. This could reduce the chances of getting ganked.
  • There’s a built in slow whenever you hit, this CC annoys the hell out of your enemy. When escaping, keep throwing your umbrella towards your enemy to slow them down. This allows easier escape
  • To poke your enemy, it’s easier if your umbrella is out in the open, since it’s nearly unpredictable plus there’s a shorter distance to cover when compared to the umbrella flying out from you.
  • This ability allows you to poke people under their tower due to her insane range, remember point “2” under the passive section? Proc-ing the passive while under the the tower range allows you to take a hit from the tower, paired with the annoying range, it’s a pretty deadly combo.. I’ll emphasize this on the combo section later


*Note:
  • Even though, it’s your main poking ability, it has a super high Mana consumption, so use it wisely and take note of your mana Consumption.
  • Practice your aiming in AI first and take mental notes of the speed the umbrella goes and the timing of when the umbrella hits the destination. This will allow you to hit your target more often. Players that has more experience will be able to predict the flight path of your umbrella and totally avoid it.
  • Always take note of where you umbrella is and plan ahead and predict your opponent's movement, this will give you an easier time to combo your enemies.

2nd skill: [Rasho umbrella flee] “2”
Your bread and butter skill. The skill that makes her so annoying to deal with, with the built in purify. It makes her pretty much immune to all CCs. The one skill that allows her to slip away from chasing enemies when mastered

Since there are 2 phases to the skill, I’ll explain them separately to give you guys an easier understanding to the skill and how you use them.

-With Seimei umbrella: Makes a dash to the specified direction and removes all debuffs when the skill procs, leaving your umbrella behind in your original position

TIPS

  • Use this skill whenever you’re CC’d. Be it Saber or Aurora or even Cyclops.
    *Note: for Cyclops, Only proc “2” after Cyclops hit ult, if not you won’t be able to purify his ult
  • Use this skill to dash over walls to prevent people from chasing you, this won’t work if the enemy has an auto lock + chase skill.
    *Note: Zilong will still be able to hunt you down, Fanny will still be able to Snipe you with her ult, Saber can still chase you… Pretty sure you get what I mean LOLOL.


-Without Seimei umbrella: You’ll teleport to where your umbrella is and retrieve it, and deal a small aoe damage to surrounding enemies. Pair this skill with your “2” to damage and escape from your enemies range, I’ll explain this combo in the combos section later

TIPS

  • Use this skill to proc your passive for a mini stun. The mini stun, one of your best poking skill to annoy the hell out of your enemy.
  • When the enemy is about to channel a skill, teleport to the enemy with “2” when your stun is available would prevent them from activating their skills, for example Tig’s ult, or you can stop Gord’s Ult


*Note:
  • The stun is shorter than you think, teleport in wisely and make use of your “2” to escape when it’s dangerous.


3rd skill: [Yin Yang overturn] “3”

This is where the bulk of your damage comes from, using this skills when paired with different combos allows you to pretty much delete most squishy targets during late game phase.
Even if you can't delete the enemies. It'll still deal a hefty amount of damage to surrounding enemies. *This is false as off 1.2.18, thanks to the major buff to her damage ^^, she’s pretty much almost as good as when she was first released, dominating everything with her Umbrella*

Anyway… Likewise to “2” since there are 2 different phases. I'll break them into 2 sections.
*Note: Due to the new update, I’ll be splitting this section into 4 parts. [“3”, New “3”, “3” and New “3”]

-With Seimei umbrella: deals magic damage to the surrounding enemies, knocking back nearby enemies and slowing them down.

TIPS

  • Use this skill with your “2” after teleporting to your umbrella proc “3” to deal some damage to the enemy and knocking them back.
  • This skill can be use to intercept enemies that are chasing your allies, the knockback and slow gives your allies some time to escape
  • You can even proc “3” before you dash away to escape
  • Teleporting behind your enemies and proc-ing “3” when they are near your tower can knock them towards your tower.


*Note:

  • When using “3”, the stun duration will wear off so take special care of when to approach and when not to approach, I usually use this skill to pick off enemies that are under their tower with low HP, by either knocking them out of the tower or killing them.
  • I seldom use it to break off fights between your allies and enemies, cus you might get caught by the enemy, unless you’re super certain you can kill them off.


*NEW* -With Seimei umbrella: deals magic damage to the surrounding enemies, knocking back nearby enemies and slowing them down.

*Note: There isn’t much difference between the New “3” and the Old “3”, they only buffed the damage output in this skill. So just take a look at the old skill >:))
*Note: This is where they made the huge change(BELOW), so do take a little more time to read through this section :)

-Without Seimei umbrella: generates a link with the umbrella for 6s, and refreshes the cooldown of 'Seimei Umbrella Open' immediately. When the umbrella moves, any enemy touched by the link also will be slowed down and takes damage.

This is pretty much where all your dmg will come from perfecting the combos here is what differentiates a good and bad Kagura. The slow from your link allows your team to either run or chase after the enemy.

TIPS

  • Whenever you use your “3” make sure most of your enemies are near your umbrella.
  • With the refresh of “1” when you proc “3” it will let you move your umbrella once. Take note of where your enemies are and move your umbrella to them, they will take another hit to their HP.
  • Enemies that are not hit by your initial umbrella or movement of your umbrella during “3” Just make sure that they are touching your link to apply the slow effect.
  • With the insane range you should always try  to target the MMs or squishy first with your ult, usually this would deter them from trying to join the team fight. I’ll explain more in the combo sections later


*Notes:

  • CCs will be able to cancel your ult so take note not to get hit by CCs that are avoidable.
  • You can move around even when your “3” is active, just make sure not to walk out of your umbrella range if not your skill will cancel itself.
  • Try to always stay at the back when using your skills and avoid getting targeted lololol(Nearly impossible, with so many hard CCs, that’s where your “2” comes in)


*NEW* -Without Seimei umbrella: the umbrella deals magic damage to surrounding enemies and generates a link to the them, while reducing their movement speed. Meanwhile refreshes the cooldown on “1”.
If the enemy cannot break loose from the link after 3s They will receive magic damage and be pulled towards the Umbrella’s area. (As long as the target is within the range of the umbrella, the link wouldn’t break even when 1st or 2nd skill are cast during the link).

Likewise to the old ult, this is pretty much your bread and butter to killing your enemies, this is where most of your damage will come from, mastering the use of this skill would allow you to pull out tons of combos and skills ~  

*Note: Alright according to how I interpret it, there are 2 parts to this new ult, first is the initial damage when you proc “3”, making sure that all/most enemies are bounded by the link. Second part is to maintain the link for 3 seconds for more damage.
*Note: Since this is a new skill, it might sound confusing at first, but do take time to learn the new ult and be a Master at sniping backlines and smashing running enemies >:))

TIPS

  • Whenever you use your “3” make sure most of your enemies are near your umbrella.
  • With the refresh of “1” when you proc “3” it will let you move your umbrella once. Take note of where your enemies are and move your umbrella to them, they will take another hit to their HP. In the end of 3 seconds they will take another huge damage and get dragged to where your umbrella is.
  • Getting down the timing and predicting the way they are going to escape or engage is the main key to using her ult effectively, determine your main target and make sure the link doesn’t disengage. This will require a lot of experience and practice, don't worry if you fail at this part.
  • With the insane range you should always try target the MMs or squishy first with your ult, usually this would deter them from trying to join the team fight. If you manage to catch them with your “3” CC, they are pretty much scr*wed LOLOL


*Notes:

  • CCs will not be able to cancel your ult, but it will screw up your 3s timing, so take note try not to get hit by CCs that are avoidable.
  • You can move around even when your “3” is active, just make sure not to walk out of your umbrella range if not your skill will cancel itself.
  • Try to always stay at the back when using your skills and avoid getting targeted lololol(Nearly impossible, with so many hard CCs, that’s where your “2” comes in.)
  • Enemies that are not hit by your initial “3” and/or not linked to your umbrella, wouldn’t take any damage. RUN, you won’t be able to re-establish the link much less do more damage to them lolol. Unless you wanna poke them to death with just your “1”
  • I’ll explain more of the Combos you can use in the Combos section below so do scroll down and take a look :)


BUILDDDSSSS >:))

*Disclaimer - I wouldn’t say that the build I have here is the best or is the only one build that will work. The builds I have here works for me, with the highest winning rate, hence I’m sharing it.
If any of you has a build you would like me to include or any suggestions do feel free to let me know :)

*Note: Items will be bolded for easier reading, for example “Arcane boots


1st Item: [Enchanted Talisman]: +50 Magic Power, +250 HP, +20% CDR(Cooldown Reduction)
Unique passive: Regens 10% total of one’s max mana every 10s.
REASONS:
  • 20% CDR is always a plus, what’s good about this item is the 10% regen in mana, this allows a better sustain in lane once the item is purchased, the additional HP is a bonus that will go well with Blood Wings. This item is pretty much a staple item for all my mages.


2nd Item: [Boots of Tranquility]: +20 HP regen, +20 Mana regen
Unique: +40 Mvmt Speed
Unique passive - Bless: HP regen effect increased by 10%
REASONS:
  • Feel free to purchase this item before Enchanted Talisman, This is a pretty new item, that has a built in 20 HP and Mana regen. This item would give you a better sustain in lane during early game due to the HP and Mana regen. Plus with it’s unique passive, your ‘heal’ skill would have a higher effect, though personally I’ve yet to notice any difference lolol…

  • Feel free to trade this item out for Magic Shoes or Arcane Boots, if you prefer the 10% CDR or the 15 pts of Magic pen. Though personally I like the HP and Mana regen.


3rd Item: [Lightning Truncheon]: +90 Magic Power, +30 Mana regen
Unique passive - Resonate: Every 6 seconds your next damaging magical ability will proc. Maximum of 3 enemies will be hurt by 150% of your magic damage.
REASONS:
  • Another new item, which was just released, with the release of this item, they pretty much gave all mages a huge buff in damage, just keep spamming your skills and watch enemies gets deleted.
  • After getting this item, clearing of Jungle and Minions wave is so much easier due to the Unique passive.
  • This Item goes well with your ult too, since it creates a huge link, anyone that’s within range would get rekt by the passive


4th Item: [Holy Crystal]:+90 Magic Power
Unique passive - Exterminate: After a skill hits a target, magic attack will immediately increase by 15%. The next skill damage will terminate the effect. This effect last 3 seconds with a built in cooldown of 10 seconds.
REASONS:
  • Needless to say another item to boost your already crazy high damage. One of the best item for a mage mid-late game due to it increases your dmg suddenly and allows you to poke unsuspecting enemies.
  • Pair this off with Lightning Truncheon, and you’ll see a huge spike in your damage. The game usually ends after getting this item lololol… You’ll hardly ever get to 5th item if you’re good with Kag Chan ~


5th Item: [Devil’s tears]: +65 Magic damage
Unique: +40% Magic penetration.
Unique passive - SpellBreaker: When HP is higher than 70%, the unique bonus effect will be increased by 30%
REASONS:
  • This item is why I didn’t purchase Arcane Boots in the early game, this item gives you a total of 70% Magic Pen, which pretty much allows you to shred almost all items with resist.
  • Feel free to swap this item out if your enemy doesn’t have a tank that carries item with resist(Athena’s Shield, Oracle etc). You can consider items like Glowing Wand or Concentrated Energy or even Fleeting time. Personally I like to bring Concentrated Energy(Abuse the 10% increase from the Boots of Tranquillity) for Sustain in teamfights.


6th Item: [Blood Wings]: +150 Magic power, +150 HP
Unique Passive - Nirvana: Adds 2 HP for every 1pt of Magic power added.
REASONS:
  • The one item that gives the most Magic power. There ain’t any need to say more
  • The unique passive from this item gives you a little bit more sustain with the added HP passive, along with the items you built before, it will add up to quite a lot of stats.


2nd BUILD >:)
I like to call this build the troll build, the main goal is to be as annoying as possible and letting your teammates do all the damage, I wouldn’t suggest using this build unless you have teammates you know you can rely on >:))

1st Item: [Enchanted Talisman]: +50 Magic Power, +250 HP, +20% CDR(Cooldown Reduction)
Unique passive: Regens 10% total of one’s max mana every 10s.
REASONS:
  • 20% CDR is always a plus, what’s good about this item is the 10% regen in mana, this allows a better sustain in lane once the item is purchased, the additional HP is a bonus that will go well with Blood Wings. This item is pretty much a staple item for all my mages.


2nd Item: [Magic Shoes]: +10% CDR, Unique: +50 Mvmt Speed
REASONS:
  • MORE CDR = MORE SPELLS = MORE DEBUFFS, ain’t need me to say more LOL


3rd Item: [Necklace of Durance]: +65 Magic Power, +300 HP, 5% CDR
Unique passive: Life Drain Skill - Skill dealing damage to the target reduces the regen effect by 50% for 3s
REASONS:
  • Cuts down Lifesteal, Estes’ Heals, and all sorts of Regen effect. This pretty much disrupts most heroes late game that requires lifesteal to sustain their HP.


4th Item: [Glowing Wand]: +75 Magic Power, +5% Mvmt Speed, +15 Magic Pen
Unique passive: Scorch - Burns the target for 3s when the skills hit, dealing 2%/2.5%/3% of the target’s current HP as magic damage at least 10 pts.
REASONS:
  • One of the best items to deal with Tanks that builds HP as their base defensive stats, and residual damage is one of the best skill to prevent people from proc-ing their healing skills, continuous proc-ing of scorch pretty much prevents the “healing skill” to work.


5th Item: [Ice Queen Wand]: +75 Magic Power, +15 Mana Regen, +7% Mvmt Speed
Unique passive: Ice Bound - Skills that damage an enemy hero will carry a 15% slow down effect. This effect last 3s and can stack up to 2 times.
REASONS:
  • Here comes my favorite debuff item kekek, Just by spamming your 1 would pretty much kill their Mvmt Speed, thanks to your new ult, every hero that’s caught by the link would pretty much get their speed lowered till oblivion LOLOL >:))


6th Item: [Concentrated Energy]: +70 Magic Power, 700 HP
Unique: 30% Spell Vamp
Unique Passive: Recharge - Regens 10% of one’s HP after killing a hero.
REASONS:
  • Can’t debuff when you can’t sustain, with her damage getting buffed recently, Just having this item would give her quite a good amount of sustain.


Like I’ve mentioned, this build is for annoying your enemies to death, this build I have over here might not be as good when you are playing solo. It’s best when you’re playing with a friend or a team XD

Plus thanks to her buffed damage, even with this troll build, her damage output would still be pretty decent. Paired with her insane range, you can be pretty sure she can cause quite a lot of troubles
*Note: If you’re wondering whether LT’s passive would proc NoD, the answer is NO! If only it would proc lolol, missing the umbrella on majority and still proc-ing NoD would be too awesome(IF ONLY).
*Note: Feel free to switch around the item sequence according to what you need, if there’s an Estes, build NoD immediately etc. etc. ~

COMBOSSSSS!!!!! <3

Due to her fluid nature, you can mesh all of her skills together and create combos you wouldn’t imagine.. Anyway let’s start off with a few basic combos and some more complicated combos ~

*Note: This is where things gets complicated, due to the new ult, you'll have to incorporate some delays when using your combos, this would really really test you on how good you are with kagura. Thus differentiating the good and the bad kaguras.

Combo 1: (“1” > “2”) This is the most basic combo you have, throw out 1 and teleport to the opponent using “2”. This will stun them and applies a slow on if you manage to hit them with your “1”. You can AA(Auto Attack) the enemy or just walk away, after you teleport to them.
  • You could branch out to (“1” > “2” > “2”) This combo does the same thing, but uses your “2” to escape once you’ve stunned them, feel free to spam this combo, but do take note of your mana consumption lol.


Combo 2: (“1” > “3”) This is your 2nd(higher damage) poke skill, your main damage source is from this combo, use this to poke and slow the enemy down, make sure you aim correctly, if you miss you'll not be able to re-establish the link.
  • You could branch out to (“1” > “3” > “1”) Remember how the ult refreshes your “1”? This pretty much make use of the refresh to damage the enemy. Like I've mentioned above make sure you have established the link, if not it’ll be like a normal “1” when you hit your enemy.
  • Predicting the movement of your enemy is the key to perfecting/maximising the damage of your “3”. Missing or having them escape the link will decrease your damage by a lot


Combos 1 & 2 are the most basic poking skills you must master before proceeding to the more complicated combos

Combo 3: (“1” > “2” > “2” > “1”) This combo is an extended version of Combo 1, after escaping with “2”, once your “1” resets activate it to damage the enemy.

Combo 4: (“1” > “2” > “3” > “2”) This combo is like Combo 3, but instead of activating “2”, you activate “3” to dmg and slow the enemy first before proc-ing “2”.

Next I’ll be sharing with you guys a few more complicated combos that uses the combos you’ve learned above ~

Make sure you’re comfortable with the combo’s above before trying out the combos mentioned below. :)
*Due to the NEW ult having a 3 seconds “delay”. There will be 2 variations in the Combos below, take your time to digest. :)

Combo 5: (“1” > “3” > “1” >  “2” > “2”) This combo is a combination of Combo 2 & 1, first throw out your “1” and activate “3” after that, move your umbrella to the enemy with “1”, next follow up with a  “2” to mini stun them and either AA or “2” to escape.
  • This could also branch out to (“1” > “3” > “1” > “2” > “3” > “2”) This combo is similar to Combo 3, but right after you teleport to the enemy, instead of AA-ing or fleeing, you’ll proc a “3” to knockback your enemy and deal a little more dmg to them.


This is where it’s different
  • you can either wait till the Umbrella gathers the enemy before jumping in and sniping them with your “3”, and follow up with a “2” to run away
-OR-
  • You can teleport in with your “2” immediately, when most enemies are gathered and stun them, given the stun would delay them for about 1s, it won’t be long before the 3s timer is up and gather your enemy, with that you can proc your “3” at this timing to damage them, and proc a “2” to escape or just run away ~

*Note: You’ll have to decide which combo to perform to maximise your damage output in that situation. One way to decide, is to see if the enemy has any CCs, if they have CCs in their hands I’ll use Combo 5.1, and when they have no CC I’ll be more daring and use Combo 5.2.

Combo 6: (“1” > “3” > “1” > “2” > “3” > “2” > “1”) I like to call this the full delete combo LOLOLOL, usually after this combo, you’ll pretty much delete most squishy in late game phase, MMs might die on the 4th step though kek. This Combo is pretty similar to Combo 5, just that after you proc “2”, you’ll do a “1” to snipe off the any enemies that are still alive after your combo. Though very seldom any squishy will survive to see that last hit LOLOLOL.

*NOTE: The link will not cancel even after you proc “2” and teleport to the umbrella, you’ll turn into the avatar that gathers all the link instead of your umbrella, proc-ing a “2” before the 3s runs out will leave the umbrella on the original spot with the link on it, make use of this information to perform crazy stunts >:))

*NOTE: for Combo 5 & 6. I'll emphasise again, make sure you do not disengage the link, one tip is to wait till the enemy is about to escape the link, proc “1” to stick to them. You'll have a higher chance to proc the last huge damage.(This is the delay I was talking about above, you'll have to gauge the range of the link and how far you can move your umbrella)

*NOTE: Determine your targets first before engaging, this will allow you to have a clear target. Thus letting you have an easier time going for a certain enemy.
*NOTE: When practicing, try to go for a single target first learn how to pick out the threats and focus on them, if you do manage to catch some other enemies it's a bonus. Do not be disheartened when you can't catch them, it's harder than you think lolol.
*NOTE: Not sure if I have mentioned this before lolol, but if you miss your “1” during your “3” phase, when you click “1” and hit the enemy will be like a normal “1”.

Anyways I’ll stop here for Combos ~ Feel free to experiment with her skills and find out more combos or fighting style that suits you. Do let me know if you find out anything interesting >:))

101 ways to ESCAPE LIKE HARRY HOUDINI

  • Throwing your “1” over a wall and proc-ing “2” to it, when the enemy jumps over, proc “2” to jump over the wall again to walk away free >:))
  • Throwing your “1” behind your enemy while they are chasing you and slowing them, if they caught up to you, proc “2” to teleport away >:))
  • Walk into the bush and proc “2”, once the enemy caught up to you proc “2” to teleport into the bush again.
  • Proc “2” to dash over a wall, make sure the enemy chases you before proc-ing “2” again to escape. This escape has a similar effect as “Escape 1”


Okayyy fun fact:
I don’t exactly have 101 ways to escape lolol, but you get what I mean XD..

*Note: I'll be updating the guide as I continue to test the skills and gather more information :)

Miscellaneous

Emblem Sets ~
I like to use, either Magic or Magic assassin Emblem sets, it depends on which one you have at a higher level, personally Magic assassin is more prefered.

Battle Spell ~
It’s up to your own preference and playstyle.
I myself use Retribution, it allows faster jungle clears and if you’re confident, go steal some NCs from the enemy’s jungle lolol
My ex-Girlfriend likes Execute though, it lets her pick off enemies that has very little HP left. You’ll be surprised how often this occurs LOLOLOL.
Others like Purify/Flicker it allows them to escape when all your skills are in CD, though usually whenever I’m in that situation, I’m usually dead LOLOLOL.. Hence I’ve kinda learned how to avoid that situation ~
Petrify is another skill that’s good for offensive and defensive playstyle, having the AOE stun allows you to chase after someone and proc a skill, or even stun them when you need to run away Cr. Wings-of-Light
Lane ~
Personally I like to go either top or bottom lane, since I can’t be bothered to argue with MMs that wants Mid Lane, but if you can go Mid, GO!!!
With Kag’s slipperiness, you can pretty much escape most situations when getting ganked, plus with your mini stun and kit, it allows you to gank like a GOD too XDDD

Hero Compatibilities

Laning Partner,  if you’re DuoQ-ing
  • Fighters like Zi Long or Roger would be ideal, thanks to their very high initial damage
  • Tanks like Minotaur or Grock, Those with Hard CCs or disables are ideal to make sure her “3” would hit
  • Supports like Nana or Mages like Aurora and Odette would also be a pretty good laning partner due to their disables and high burst in damage, making bullying in lane much easier.
  • THOUGH, to note, even though they are recommended laning partners. You could pretty much lane with anyone as long as they can do what they are supposed to do. It’s usually about how you deal with the opponent and not who you could pair with. Though you definitely would have an easier time if you’re laning with them.


Heroes that she’s good against
  • Fighters that are prone to CCs like Alucard, since you’ll be able to stun lock them around and burst them down.
  • Squishys like Marksman or Mages. Generally any hero that are soft, can and will be deleted by a full combo.
  • You could even check tanks like Mino or Tig by stunning them while they do their disables. However taking them down would be a little hard since you’ll be lacking the burst once you’ve hit late game, Hence END IT EARLY
  • Though, Ideally any hero that she can poke poke poke then teleport in and delete with her combo (which is any hero other than tanks), will pretty much gets checked by her. Also, I’ll be honest with you guys, it’s all about skills LOLOL, as long as you know when to engage and when to back off, you usually won’t have any problems with any hero..

Heroes that checks her
  • Fanny - Only one I can think of at the moment, once Fanny pops her HAX, I doubt many squishy can survive her burst. Plus it’s nearly impossible to catch her if she’s good
  • Zilong (Spear Flip) & Cyc (Ult) - When you proc your “2”, at the wrong timing and you’re pretty much screwed lolol. Only do your “2” AFTER he flips you over so that you can escape, doing it early wouldn’t work and you’ll still get caught by the infamous spear flip..
  • Saber - CUS SCREW SABER, he checks almost all heros with his CC ult :p (“2”)
  • There are a few other heroes that you do have to be careful off and know the timing of when you should proc your “2” Namely Nat’s Silence or even Hard CCs from Aurora. However the main threats are pretty much mentioned above.


DISCLAIMER: That spear flipping bastard is known as Zilong as of 27/10/17, and went by many names such as Yun Zhao , Zhao Yun or whatever our GOD, moonton decides to name him.

Top Players You should definitely watch out for….Example.
  • RRQ`Lemon 彡
  • •HηR| Yunique
  • ĸﻨss~Cremania

Disclaimer: Players names are correct as of 27/10/2017. Editor’s picks

ALL IN ALL/Conclusion ~

Kagura’s skills has a fluid nature, which allows you to mesh around her skills to create different combos, as long as you know when to use which skill, not many heroes can come near you with full health.

Always take note of your umbrella range and try to take mental notes as you go along, this will help you out in poking and harassing enemies even if they are under their tower’s protection.

Fluidity is the most important, mastering her skills and knowing each skills weaknesses will allow you to have a better control with her.

If you guys have any questions or any suggestions please do let me know by PM-ing in Reddit or leaving a comment ~

GOOD LUCK AND HAVE FUN >:))

Cheers ~
战神Basara & Ashbell小夕

To anyone interested, I'll be linking the original link here: https://docs.google.com/document ... 2I/edit?usp=sharing

Post time 2017-12-9 12:26 AM | Show all posts
your guide is well detailed! its good tha tyou mentioned her previous ulti too! its not needed but still its a luxury for you to have mentioned it. im a kagura main, i usually go mid lane unless theres an mm or stuff :P , kagura his a really fun hero to play with! you never get bored of her and her mobility is good too! before her ulti rework her mobility was her identity!t trying to catch kagura is equal to trying ot catch a fly lol, she teleports she breaks free from cc's. she can kill you with th new ulti without breaking a sweat if i nthe hands of a skilled player! initially i used Lemon's build but then i switched over to Yunique's build. both of their buidls are indeed awesome but i prefer the more burst damage from yunique's build!i really like your guides! they are welld etailed asi hav ementioned before! you have explained skills, laning tips, general tips , skills and everything that was needed. gg keep it up! :) keep making more awesome guides!  (i acutally wante dot make a guide on some heroes but im too lazy haha)
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