Shu Ouma: Power of the King
Character Price: 6000 gold, OR 45 Blue Diamonds
Shu is a Melee Support Hero.
This is not a complete or comprehensive list of Shu's abilities, this is all observed from playing Shu only once, with no knowledge of the chinese words.
- Shu's main three abilities can all be cast on an ally to create a leash between you and that ally. As long as you stay in range, you and the ally are given a specific buff, differing based on the ability used. Only 1 tether can exist between you and one ally, but there is no limit to the number of allies you can leash.
- You cannot cast a new leash on an ally until the old one breaks (by walking out of range)
- Shu's W and E skills can be self cast in order to give Shu the buff for some time. (permanently?)
- Shu's E can only be self-cast if Shu does not have full health.
|(WIP)||Passive||?||With each Allies Champion(Heroes) without void connection Shu gain 3% Attack Damage, Attack Speed, Movement Speed, Armour and Magic Resist'Range:????'|
On Ally cast: Shu deals damage in a small circle around the ally and Gives Shu and the ally a buff. (Unknown effect)
On Self cast: Deals instant damage in a circle around Shu.
Damage: 30/60/90/120/150 (+1.0 Total AD)
Cooldown: 3 Seconds (All levels)
Cost: 50 Mana
Shu leaps to target ally, and creates a bond between Shu and target ally that increases both of their movement speed's by a large amount. The movement speed only ends if the ally leaves the range of Shu's passive. Shu and his ally also deal physical damage around them until the effect ends.
Movement Speed: 40/60/80/100/120 (+0.4 Bonus AD)
Cost: 50 Mana
Cooldown: 6 Seconds (All Levels)
Creates a bond between Shu and target ally that heals them every 0.5 seconds. This healing only ends if the ally leaves the range of Shu's passive.
Healing per second: 8/14/20/26/32（+0.05AP)
Cost: 80 Mana
Cooldown: 8 Seconds (All Levels)
Shu gets to pick one of two ults when he reaches level 6. Shu cannot change his decision once he selects his ult
Ult 1: Roots Shu while he channels. All enemies in a large circle around Shu take damage twice per second and are slowed, while all allies (including Shu) in the circle get healed twice per second. The enemies caught in the aoe well be stunned for a brief period.
Ult 2: Gives Shu a buff for a few seconds
Cost 100 Mana
Cooldown: 90 Seconds
Shu seems to be a supportive hero as few of his abilities actually do damage, and all of them can give immense benefits to a teammate.
Keeping E (heal) on a teammate in lane can be greatly beneficial because of how much healing it can do if left on. It's important to know when to switch between movement speed (for chasing and escaping) and healing (for surviving and lane sustain)
MAYBE triforce and tank items.
Recommended leveling order
MAYBE Q first - (your only source of damage) followed by either E for healing or W for the large increase in movement speed.
Since Shu is more of a supporting hero and all his abilities have the same range which is indicated by a circle around him (visible to both ally and enemy), maxing damage have minimal effect on Shu since he have next to zero ability to stay alone. My take is to max E first since Shu's E is only effective early to mid game, in the late game if you are not building AP (ability power) then Shu's E heals around 42 every tick, which for a 4K health tank is nothing and for a carry if they get caught they are dead for sure and your E takes too long to heal against the other team's damage. Thus I think the maxing order should be R->E->W->Q.