Astral God

Astral God Budd is online "hero alliance" 124th heroes. The name Bard has the meaning of "poet".
Astral God
Bud is an astral guardian, in the universe balance when threatened appear in the rune. In the game, Bud is an auxiliary hero, can provide objective endurance and flexibility for his teammates in the walk when.

Astral God Hero background

The Bard travels on the mortal life beyond imagination between the secret circle. Some scholars have paid their Valoran the best life to try to understand the mystery of the bard. This mysterious spirit has had many names in Valoran's history, but the astral rogue and great caregivers of the title of his real intentions only see only a small part. When the structure of unknown threats, Bud will lead all existing things completely avoid extinction.

Astral God Hero attribute

The value of life: (535 +85/ each)
Mana: 350 (+50/ each)
Speed: 330
Attack range: 550
Attack: 52 (+3/ each)
Attack speed: 0.625 (+2%/ each)
Return to life: 5.4/ /5 seconds (+0.55/ seconds per level)
Mana: /5 seconds 6/ seconds (+0.45/ per level)
Armor: 25 (+4/ each)
Magic resistance: 30

Astral God Hero skills

Astral God Information skills

The traveler's call passive
The Bard will lead to the magic sound of harmonic, the harmonic sound will provide experience for the Bard, mana and movement speed bonus. In addition, small spirit would follow bard and assist him in attack - the sound collection harmonic will make these wood spirits as the game process to acquire energy.
Astral bound Q
Mana cost: 60
Cooling time: 11/10/9/8/7
Bud emits a beam of energy arrows, caused by 80/125/170/215/260 on 1 or 2 of the enemy (+0.65) magic damage. The first target is hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 seconds.
If the energy arrow hit another enemy or wall, has been hit the enemy will be dizzy 1/1.2/1.4/1.6/1.8 seconds.
The altar of God W
Mana cost: 90
Cooldown: 12
Bard rises a treatment for the altar, the altar to visit the friendly reply 30/60/90/120/150 (+0.45) to 70/110/150/190/230 (+0.6) life (at the altar there reached a maximum of 10 seconds). The altar also offers 50% movement speed bonus to the affected heroes, the bonus will be in 1.5 seconds continuous attenuation.
Most can have 3 bard altar, the altar will continue to be a friendly hero or visit by an enemy hero destroyed so far.
Magical journey E
Mana cost: 30
Cooling time: 18/17/16/15/14
Bud in the vicinity of the terrain open a one-way conveyor belt. Friendly and enemy can by right clicking near the entrance to the use of the conveyor belt, but the transmission speed of friendly than the enemy quickly 10/20/30/40/50%.
The conveyor belt will disappear after 10 seconds.
And fate R
Mana cost: 100
Cooling time: 130/115/90
Range: 2500
In the target area a bard of magical energy arc. In the arc after landing, all the heroes, Batman, monsters, the towers will enter the stagnation in the target area, become immune to damage, can not be selected and cannot perform any actions, lasts 2.5 seconds.
Even the epic monsters will also enter the stagnant state, despite their immune control effect.

The Bard will lead to the magic sound of harmonic, the harmonic sound will provide experience for the Bard, mana and movement speed bonus. In addition, small spirit would follow bard and assist him in attack - the sound collection harmonic will make these wood spirits as the game process to acquire energy.
Mana cost: 60
Cooling time: 11/10/9/8/7
Bud emits a beam of energy arrows, caused by 80/125/170/215/260 on 1 or 2 of the enemy (+0.65) magic damage. The first target is hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 seconds.
If the energy arrow hit another enemy or wall, has been hit the enemy will be dizzy 1/1.2/1.4/1.6/1.8 seconds.
Mana cost: 90
Cooldown: 12
Bard rises a treatment for the altar, the altar to visit the friendly reply 30/60/90/120/150 (+0.45) to 70/110/150/190/230 (+0.6) life (at the altar there reached a maximum of 10 seconds). The altar also offers 50% movement speed bonus to the affected heroes, the bonus will be in 1.5 seconds continuous attenuation.
Most can have 3 bard altar, the altar will continue to be a friendly hero or visit by an enemy hero destroyed so far.
Mana cost: 30
Cooling time: 18/17/16/15/14
Bud in the vicinity of the terrain open a one-way conveyor belt. Friendly and enemy can by right clicking near the entrance to the use of the conveyor belt, but the transmission speed of friendly than the enemy quickly 10/20/30/40/50%.
The conveyor belt will disappear after 10 seconds.
Mana cost: 100
Cooling time: 130/115/90
Range: 2500
In the target area a bard of magical energy arc. In the arc after landing, all the heroes, Batman, monsters, the towers will enter the stagnation in the target area, become immune to damage, can not be selected and cannot perform any actions, lasts 2.5 seconds.
Even the epic monsters will also enter the stagnant state, despite their immune control effect.

Astral God Analysis skills

The traveler's call Harmonic sound Gain: accelerating the Bard stacks up to five times, if he's fast and continuous collection of multiple harmonic sound, but gain will dissipate in the fight, although the voice of harmonic place is very wide, but they usually appear in the place near the bard. When the harmonic sound appears, on the minimap for bud mark, while the enemy can only to see them in direct view. To keep the collection of the voice is the premise of harmony, mana is too low, and buddy in the safe position, his speed bonus will help game player with a blue fast loop more abundant,
  
Ling : in the bard to collect more sound harmonic, wood spirit will become stronger, once collected enough harmonic sound, Bard will have more wood spirit behind, not only that, harmonic sound will increase wood spirit attacks, finally will provide them with, such as the scope of damage. Accelerate and cause additional damage. Even if there are a lot of wood spirit follow bard, they will live in harmony, and will sneak in there on the line when the grass bud, the enemy Ling continued consumption of Bard, they can provide early damage amount, and to win in the shake.
Astral bound The stars can be bound traction to the wild strange and man-made landscape, so as to be aware of Carmen IV strokes, Tran Del post, and baron. On the right skills line angle, can with enemy minions as a springboard to stun enemy heroes, through enemy minions hit behind the striker heroes are very powerful features, especially when combined with junglers launched GANK or in the usual exchange transfusion.
  
The altar of God Although this skill in place immediately after being collected, but if in the place let it charge a few seconds, he will be able to respond more friendly life value, however, the altar put too on the outside, his enemy can destroy it by trampling. At the same time can only put three bard shrine, and they will continue to be consumed or destroyed, or bard placed fourth shrine so far. Put the altar in a safe place, so that they can safely charge, the enemy will be because the distance is too far away and will not choose to destroy them, and friendly, also can let the altar fully charged, and consume them when needed.
  
Magical journey More than one bud can use the portal, the enemy can also use it, all heroes, but travel speed slightly faster than the enemy Ba Deyi, the portal only one-way operation, so the hero cannot return in the end after the end point, but if we can promptly returned to the starting point, they will be able to travel again, finally during the trip, the hero can still hurt and the control effect, so during the trip, to be optimistic about the situation around, and determine whether the travel safety end point. This skill is often can let the enemy be startled at Bard, faster across the terrain, and the use of location advantage to convergence his Q skills.
And fate This skill will not affect the use of skills are some heroes, mobile skills like Wei / that cannot be interrupted, and the enemy's Spell Shield and shield of darkness, can stop this skill. This skill has a set of applications, such as remote damage to protect the team avoid deadly (such as Caitlin's ultimate), active open group etc..

Astral God Analysis of the hero

Bud is the first to obtain advantages in the alone Summoner Canyon walks everywhere on the auxiliary hero in the league. By continuously collecting exclusive harmonic sound, he can make an appreciable contribution at every stage of the game. His treatment of the altar can provide reliable recovery capability for his teammates, and long distance transmission can provide mobility for teammates incomparable.

Astral God On line

Although the bard is a spirit wandering around, but he must first grasp the best time to walk well -- he couldn't put his wayward striker partner to abandon the matter. In the line of soldiers pushed to the enemy tower or in his strike partner back, Bard can safely walk without worrying about his partner in imminent danger, and return to the line when needed.
In the bud around to collect his conciliatory tone, he has plenty of means to support his friendly. In the vicinity of a friendly turret placed one to two [W] to make the altar of God, his teammates in the disadvantage through the return of blood to recover the disadvantage, or let the upper hand in the team is more dominant, and do not need to stay in the line of bard. [E] the Bard's magical journey to cover a long distance in a specific area, provide a path to the enemy wild area fast passage for the Allied soldiers and tanks, and provide a path to one's own blue BUFF convenient channel for mages. [E] the portal to create a magical journey is not just let the Bard and his buddies in cross-country area, through the organized mobile team, Bard can quickly move to his teammates output line launched GANK, and is moved to the strategic point of control chart. That is to say, [E] the optimal opportunity of using magical journey, the enemy has appeared in the distance and - in enemy assassin killing when trailing bard, [E] on the magical journey not much use, because the enemy assassin can also use the portal.
In addition to providing pure recovery ability and mobility, but also in the bud line with [Q] astral imprisonment provide reliable poke ability. It can cause some damage, but it's slow (and potentially stunning effect) can give the Bard provide unexpected potential of GANK, especially when combined with [E] the use of magical journey. The enemy will have to think about how to cross the road and on the grass to escape, because the Bard can use an exquisite Q skills they put in the vicinity of the wall.
Once the bard to reach six, with unlimited possibility of calling on the canyon division various strategic points in the control and protection, because he has a wide range of uses of incredible [R] to reconcile the fate. If the enemy team was rushed to kill a strong tower trapped so friendly, can they cast bard [R] to reconcile fate for the precious few seconds of time, let his teammates to come to the rescue. This ability can also be used to attack, for example, freeze a single enemy, to buy a little time for those teammates to take a poll, or freeze an enemy tower, to let the Bard and his allies have launched the assault on those who instantly lose the protection of the enemy target.

Astral God Battle group

In the medium term when entering the game, the astral God also has significant means to control each region on the map. Even if his teammates in the fight each other when the Dragon had not arrived in time, the Bard can also cast [R] and the fate of the dragon, to create a shortcut to the dragon's lair and magical journey [E]. As a result, a simple action stealing dragon instantly became a battle for the Dragon BUFF ten teamfight belonging. At this time, the role change of Bard became a rear auxiliary function. By placing a altar at nearby allied strategic point, providing a self controlled recovery advantage can make his front tanks temporarily retreat back to back bard teammates, or let his teammates break crispy in hard hit when. [Q] in the astral bound narrow area will be more useful, not available for removal open area, the possibility of the second skills to hit the wall or the enemy is greatly improved, and so the stun effect can ensure his teammates get valuable kill. If Bud is in the process of the game to collect enough harmonic sound, then his wood spirits will provide a reliable function, in the group at the end of the war to slow down and hurt those enemy in retreat.
Finally, [E] let the magical journey have the opportunity in the bud Summoner canyon on the practical joke. Lure the enemy team to follow the Bard into the portal, and then use the [Q] they bound stars can bring a dizzy, fast and violent destroy missions, or to take them away from the area, in order to let bard self sacrifice for the price, to provide the opportunity for the demolition of the tower in the dark team.

Astral God Game analysis

Astral God Use skill

Collection of harmonic sound to enhance the wood spirits attack is very important, but do not neglect the on line partner! You can try with another friend [] in a magical journey of military fronts up a grand debut.
Let [God] fully charged the altar -- they will treat more value in life full of energy. Don't forget, the enemy can also use the portal [] of the magical journey, and also on the friendly force move!

Astral God Restraint skills

His opponents can also through his magical journey [Transport]. Can follow him through the door, if you think it is safe.
Just stepped on the altar for the Bard, will be able to destroy them. If his teammates want to eat the blood back, let them pay.
The Bard's ultimate, [] can affect the fate of harmonic, friendly, enemy, monsters and towers etc.. Sometimes it can jump in the range to gain advantage!

Astral God Hero skin

The elderly of the forest
Ticket price: 6900
There are special effects
Snow God
Ticket price: 6900
There are special effects

  
Bard
Ticket price: 4900
There are special effects

  

The elderly of the forest
Ticket price: 6900
There are special effects
Snow God

Ticket price: 6900
There are special effects
Bard
Ticket price: 4900
There are special effects

Astral God Make a hero

Astral God Make the background

Designers have considered before the concept of a type of auxiliary walk. Alistar In a certain period of time was a wandering, but his ability to walk too strong, so the game player who put his development into a death like junglers, thanks to his almost unstoppable W+Q and even burst table at the tower capacity. So we made changes, he weakened the extra damage creeps, and let him return to the traditional auxiliary position. But we still love this concept, we began to consider a variety of ways, so that we could bring a new - has all the characteristics of auxiliary function type + walk hero -- hero to alliance.
At the same time, a hero concept artist drew a truly remarkable role. He has a strange and alien appearance, so designers began to consider how to integrate the two parts: walk type auxiliary and the role of together. In tried several different mechanisms after the hook (he had, at some stage, is a very bards bards of the original bard [Bard], the original meaning of the word, with a music related theme and one with his skills more relevant instruments), the designers decided do one from the astral role, nursing a scattered around the world in order to protect the sacred and holy land and there are.
He then how different are in the game? That is the Bard and his own walk can strengthen friendly. He collected a certain number of each harmonic tone, will strengthen his wood spirit passive effect, and in his walk, he can use [W] the altar of God to help the other routes and jungler. The key is that they don't need he stayed in the vicinity, so you can pass a bard road to the altar, and then travel to collect more harmonic sound. Each harmonic tone will provide mobile speed short addition for him (let him walk around with decent rhythm), experience (so that he would not miss too much experience and level behind the soldier), and mana. All this means that he can get a reward in the walk, and (if you can) on line stage left his strike partner to partner not so bad.

Astral God Hero.

This is the first design designer Rabid Llama hero
Bud is a hero in the first league 2015.
Bud is in the After second a speech on the hero in the game
Bud is in the Sona After the second types of lines with music hero
Reference to the design of the Bard Kodama and Hayao Miyazaki The two works " Spirited away "And" Princess Mononoke "

Astral God Harmonic sound

Each chord lasts ten minutes, thirty seconds in the final. A small map of the chord icon will turn yellow and orange
Collect 5 per bud can use wood spirit.

Astral God The portal system

The portal on the obstacle is the establishment of a regional to click into the game player
Anivia Put down the ice wall in the portal at the outlet can be game player card in the ice wall for a period of time
Can get the mobile speed of 10/20/30/40/50% plus allied hero across the channel that is faster than the Bard teammates through the enemy quickly.
The portal has no range limit, to the end of the obstacle will stop
The portal unable to temporarily change the terrain effect (such as Jarvan IV The strokes and Anivia Ice wall etc.)

Astral God And fate

The crystal and base will not be affected by strokes
Spring will not take effect by the influence of ultimate goal
In the immune control of the hero, will not produce an effect on the ultimate (such as Malphite The ultimate)